Rig name disappeared! Send help! #99352
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Reference: blender/blender-addons#99352
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System Information
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51
Blender Version
Broken: version: 3.2.0, branch: master, commit date: 2022-06-08 10:22, hash:
blender/blender@e05e1e3691
Worked: (newest version of Blender that worked as expected)
Addon Information
Name: Rigify (0, 6, 6)
Author: Nathan Vegdahl, Lucio Rossi, Ivan Cappiello, Alexander Gavrilov
Short description of error
In the latest version of the add-on (Rigify) I couldn't find where to set a name for my rig... Other than "rig" that is. (The documentation doesn't mention the old field either)
Where is it? If it's gone it's very very very important to bring it back as it's impossible to generate a rig in a blender file containing a linked rigified model. <- This is the number one workflow breaking - no walkaround reason.
Then... another case, it's messy to generate two rigify rigs in the same file (with rig.000 and rig.001 and rig.002)... This one has an annoying walkaround but the first one doesn't.
Regards and great add-on btw. Keep it up!
Regards
Exact steps for others to reproduce the error
Regards
Added subscriber: @Keenao
Added subscriber: @Patrick-Huang
Bug seems to be in line 61 to 65 in file
blender-addons/rigify/utils/widgets.py
(actual exception happens on line 133).The call
ensure_collection(...)
returns the linked collection, but we can't add objects to the linked collection, which creates the error.One possible solution is changing
ensure_collection
to create a new collection with a different name if the target one is linked.Added subscribers: @icappiello, @angavrilov, @iss
Changed status from 'Needs Triage' to: 'Confirmed'
CC @icappiello, @angavrilov
Changed status from 'Confirmed' to: 'Needs Developer To Reproduce'
Added subscriber: @Mets
@Keenao,
the naming option has been moved by @Mets with this commit to the "advanced" panel. Just expand it and you will find all the naming options as before.
i believe this workflow couldn't work in any rigify version for a number of reasons. First of all generated rigs can't be used to regenerate themselves. A rig is generated by its metarig. Secondly, a linked metarig can't generate, it should at least be appended instead of being linked. Appending a metarig will anyway bring also the generated rig (plus widgets and all related stuff) inside the new file. In this case the metarig can re-generate the same rig in the new file too.
If you have a look at comments in the same commit @Mets seems to have noted also the supposed behaviour in case of multiple rig generation. His opinion seems to be that each metarig should generate only one rig. so if you want multiple rigs in your file you should duplicate the metarig, make changes and then generate the second rig.
i'd be for change the status to "Archived", but will wait for @Mets to double check if i am missing something.
Hi again,
Nope, "Rig name" isn't in the advanced panel. You would find "target rig" which requires an object, we don't have "rig name" as a string anymore.
and nope again, this workflow worked fine (at least 20 ~ 40 times before, no joke) in the previous versions as the generated rig inherited the name (provided by the user) of the current character we were working on.
Regards.
@Keenao,
Sorry, you are right, didn’t get it. For the rig name seems that this patch https://developer.blender.org/D14757 is already in the plans to restore the input field on first generate. Please follow the thread under the patch and report possible other limitations.
About linking a generated rig into a new file and regenerate itself, i can’t tell how this could work before. Generating a rig whithout a metarig, moreover in a linked file, was never supported as far as i know. So about this i’ll wait for @Mets answer to better understand if it’s something he or @angavrilov have ever considered as a feature or enabled in some update. Can you please provide a blender file and a blender version in which this was working?
Hi,
Thank you very much for taking the time to look at my case. I appreciate it.
Oh, I see. The bug scenario didn't make the following clear:
I'm really glad that they're bringing back the string name. It really acts as a "namespace" you know what I mean? Link or no link.
Regards.
So, @Keenao, to better understand the issue and make it clear to coders, what you are reporting is:
If a linked rig is present in a blender file, you cannot succesfully add and generate a new metarig in the blender file in which you have the linked rig?
Yes as mentioned in message #2 of this thread by Patrick Huang (phuang1024).
Changed status from 'Needs Developer To Reproduce' to: 'Archived'
i digged down a bit more into the issue. it seems this happen only if you don't name the rig. This is related to naming.
the task is so reporting 2 separate issues that are somehow generically related just because naming is involved.
As for naming the rig before generation, this is still possible and quiete easy and convenient. Just rename the metarig to whatever you want the rig to be named and after generation the rig will be named accordingly after the "RIG-" prefix. So if for example you name your metarig "mycharacter", after generation the rig will be named "RIG-mycharacter". You may argue this is not described anywhere and you may be right, but there's no bug here for me, just a lack of documentation, moreover a patch is going to land soon to restore the input name field.
As reported few lines above, this won't happen if you just give your metarigs a name
this is only happening if you don't name your rigs/metarigs, and happens for a reason. You are linking 2 objects named "metarig" and "rig", later on in the same file in which you linked those two, you are adding again a "metarig" and trying to generate a "rig". This will cause conflict since the two data are already there and not writeable since those are linked. So just name your stuff and this will just work.
Even if this procedure can be more failsafe and better reported as error in te info, i believe this is not a bug, but rather a limitation.
cheers,
Ivan
Changed status from 'Archived' to: 'Resolved'
This issue was referenced by
d2325587d7