yeah and its buggy, in the case of 2.79 it works well
in 2.8 you set it but if you start playing it kind of jumps to whatever weird rame..
Mon, May 13
Sun, May 12
yeah and its buggy, in the case of 2.79 it works well
oh i thought we could in 2.79 it turns out we couldnt either....
I'm pretty sure at some point we could, when did we lose this functionality?, or why isnt it allowed?
Rigify?, its free and has and always be includad in blender:)
doh its the blend file, hey that seems to work alright!
How can i see the changes?
let me know i'm happy to help with feedback :)
Thu, May 9
Yeah ivan sorry for tha mess, that sounds like a proper structure, I totally get what you're going for.
lets do it!
Wed, May 8
Hey @Alexander Gavrilov (angavrilov) yes, I know and i agree, I think any of ones you mentioned should work, I dont think post rigging operations are idea given that means that if you say save said setup to apply to different characters then you need to do 2 steps
I do like the centralized list one, seems that it could be a way that is clear and organized mostly taking in account that you can clearly and quickly see what will happen where.
Tue, May 7
Wed, May 1
Wed, Apr 24
Apr 20 2019
Correct me if this is the wrong place:
Transform Orientations should be split for Translation, Rotation and Scale, so you can have each on it's own.
Apr 17 2019
Should this be separated in a bunch of different tasks?, if so let me know how and ill do it :)
Apr 15 2019
Apr 14 2019
what if the markers can only be selected by holding a modifier key?, I think it would be better, because really you dont want to move your markers by mistake nor that often.
Apr 13 2019
:( with words it's just great it's super clear, if you want it to take less space just make it a dropdown
no, please, that panel is super useful in production! (the object types visibility)
Apr 11 2019
oops i just saw the other message,
tell me if i posted it in the wrong place
Hey thanks for the great feedback and seems that we're mostly on the same page.
Apr 10 2019
Hi guys, thanks for all the great work on rigify,
Here i'll try to detail a few things I keep on finding that could improve rigify a lot.
Apr 9 2019
@Luciano Muñoz Sessarego (looch), we discussed something like this, see notes above.
What if "visibility, excludility and rendereability" are by default just one button, so if the object is visible, is included, and rendereable, if the visibility is off, its excluded, not rendereable, not visible not even calculated in the depthsgraph, unless you want to have it invisible in the viewport but want it rendereable then you can override that "manually" I think it would be much simpler to use for starters and would make more sense.
As far as my preference, I'd go for values next to the scroll bars. It's close to the list of fcurves, which makes it's easier to glance at rather than at the other end of the editor.
Apr 3 2019
Mar 30 2019
@Jacques Lucke (JacquesLucke) maybe it is!, have we got any solutions for this yet?
Mar 28 2019
okay the panel now works if i generate it in 2.8.
Mar 24 2019
ah okay, I'll try that!, thanks!
any pointers on how to update the code?
though I have to mention that panel is the rigify addon panel, it isnt generated on the go when the rig is created.
Sorry i never responded i didnt seem to receive any notifications i'm glad the issue is solved
Feb 27 2019
I think a lot of menus now need to be reordered because they come up by less important to more important.
Feb 19 2019
hey I think this bug is still in 2.8!
nice, thanks mate!
i think you guys are doing a great job, keep it up!
I think we're overcomplicating the outliner for options that seem and feel far more advanced than what the common user will understand, I dont think they should be taken away they are all stuff i believe i would use one way or an other but in the outliner I would only keep one or two options visible as previously suggested like selectability and visibility, but I'd make visibility affect be for both viewport and render (by default).
Feb 14 2019
hope @Brecht Van Lommel (brecht) gets some time to review it soon!
Feb 8 2019
thank you for the thorough explanation ivan!,
i will submit a proposal for some rig types that would be nice to have and other small features that will take the rigs to the next level, also I think we could have just a few more "general options" like the ones you have for ik / fk matching same principle but for switching spaces and so on!
I'll explain it further and get you guys in the loop
again thanks, and hope to see you in bcon!
Feb 7 2019
Cool sorry for the delayed response i actually never got an email from this system!
Oct 7 2018
In the Graph Editor, set the "Only Selected Keyframes Handles" off by default (or, at least in the animation workspaces).
Currently, this option is On, so all the handles are hidden till the keyframe is selected. Meaning we can't select a particular handle and manipulate it in one click. We must select the key first, then unselect the unwanted parts, then manipulate. This is already quite long to do for a single handle, so imagine how it is when you need to manipulate several handles at once. I.E. I want to select all the entry handles of several keys and move them around.
TL;DR, this option enabled makes everything slower.
The only reasons I can think of why this option is On by default is for performance (I guess it's faster to update the Graph is there isn't handles everywhere) and to not clutter the view. And those are considerable choices. But IMO, for an efficient animation workflow, displaying those handles is more important.
Sep 20 2018
I bumbed into this video: https://youtu.be/xiuCqrffpIk?t=191
and shows a little bit how these kind of manipulators could improve experience for text editing aswel, like in this case kerning, just watch a few seconds at the frame I posted.
Sep 19 2018
Hey I have 2 questions
would there be a possibility to have the gizmos not dissapear maybe just dim when using them, the case with rotations in euler is that with the gizmo dissapearing is really hard to see how the euler axes are behaving.
also when using the location axes, if you have done rotations in the character, there is no way to use an axis specifically without it modifiying more than one curve what in maya would be "parent axis" mode, i would propose that this would happen when setting the axes to "normal" (instead of local or world), or introduce a special one for it.
Aug 13 2018
Any chance you see that facemaps would be able to drive other types of properties via drivers or something without it going trough bones?
for instance i want to drive a shapekey, o i want to drive a property of a bone not the bone (like the curve options and te like)
would be nice to in that same panel be able to tell it to make it the standard 0.0 to 1.1, curve or the inverted :)
also this is very related but not exclusive, in 2.77 the pinning of the properties doesnt seem to work correctly, which is what really messes up the current driver creation workflow, if that gets fixed, then this will be even more powerful!
Aug 8 2018
Aug 3 2018
so how are these custom rig definitions possible? as i was reading in the documentation
under EXTENDABLE FEATURE SET, it says that the user can save and encode their own metarigs, is that something that is planned or is it available and im just not seeing it?
i really want to be able to make my own face rig and have it available for rigify.
Aug 1 2018
Ah darn, why does it work with size and not density? Shouldnt this limitation affect both?
Jul 31 2018
Jul 27 2018
Jul 25 2018
So in essence the "industry standard" keymap is just a mix of the most common hotkeys from every major software... in the end someone is gonna have to do the maya keymap, the max keymap, the houdini keymap, and the cinema 4d keymap, and this "industry standard really weirdly mixed mix of things " will become obsolete pretty fast.
Jul 17 2018
Yeah same problem here!...
Jul 16 2018
Jul 10 2018
what is the problem with these icons theyre great!
Jul 9 2018
@Brandon Ayers (thedaemon) well the idea is that now you dont have to go through double tapping A, wich meant selecting everything before deselecting, which in heavy scenes was really a big fat mess.
Jun 23 2018
Ill have to say that search should be spacebar again, its the only way that no matter what keyboard youre in, youll have it in front of you, it was one of the first things everyone teaches including me to their students because you can use it to learn hotkeys, or to find obscure things that regularly dont use.
with the tilde key that you chose, in my spanish keyboard i have no access to spacebar by default and i bet it happens to many other people.
also having that toolbar in the spacebar is very very very reduntant.
thanks guys. loving 2.8
Jun 11 2018
I think it's broken, even in the mirror button tool tip is described as "flipping when both sides are selected, otherwise copy from unselected". and it does not perform as it is expected at all.
Jun 10 2018
again thanks for all the amazing work guys!
Im glad that you guys are revisiting all this and keep being open to input.
I think Tab back to modes is great, though i find that having 123 for the different components is a waste of keyboard, and should be grouped under one hotkey for the same reasons Tab for modes, they're all related to eachother and its better to learn just take hotkey with a mouse flick to also save space for more hotkeys to come.
For instance when it comes to the posemode with the breakdowner / relax / etc, it would be cool to tap the hotkey to activate the tool, but hold to get a pie menu and with this choose what's the one that you want to use. that would be neat. and i think its a methot that should work for several things, like for pivot point, tap the "." and jump back and forth between the two last used, but, hit and hold, get a pie menue to chose the one to change to.
same with transform orientation, and also with O for proportional editing, hit, turn on and off, hold, get a pie menu with the diverse options.
I could go on but you get the idea.
May 31 2018
hey @William Reynish (billrey) I have few question about Lekker Presets, which I really like and always wanted to have a consistent reliable system like this in blender.
1.- I see in the mockup that when you'd add a preset you'd get to put the name, to change name of a preset would you just double click it? or maybe is it going to be like materials, where youre able to change the name to the selected one right in the box?
2.- I think most panels on the could use a preset manager, there are a ton of panels with a ton of settings to remember or to tweak, but also in some cases maybe it would be nice to have a complete property window, for instance for the rendering properties maybe you want to have a preset that covers all setings but then just customize your output, maybe it would be good idea to give it a though.
3.- will the presets be saved in the blend file or in the blender install? both have their pros and cons.- if it's in the file: how would you share presets across different files?, if it stays in blender itself: how would you share them across different blender installations (ie i want to share the presets with my team for consistency.)
also it would be really nice and useful to be able to select the attribute (not the value) and to be able to sync it with the graph editor, timeline and dopesheet, so if i select rotation x, it would only show rotation x for the selected object in the mentioned editors, that would ease and fasten the workflow of editing the intended attributes by a lot.
May 30 2018
that is accurate. in 2.7 it doesnt work like this, but this isnt useful at all, as an animator you want to see in the path the keyframes of the currently selected object that affects it,
example: the path is set to the head control, but i have the hip selected, the path should show the keys of the hip, because that´s what im modifiying that will ultimately affect the path because of the hierarchy (you should try to confirm with hjalti, he knows exactly what im talking about)
its important to show the keyframes in the motion path of the selected object, which is not necesarilly the object from which the motion path is calculated.
I noticed: "Pie Menus, Switching modes" is listed.
Does this mean tab key always opens a pie menu instead of toggling edit-mode?
From discussion w/ @William Reynish (billreynish) I was under the impression this was not desired behavior and pie menu should only be enabled using sticky keys (hold tab shows pie menu, click to toggle editmode - for eg).
May 29 2018
it doesnt require alpha, but its supported.
May 22 2018
in regards to drawing, maybe there could be an option to randomize colors for them, so each new path gets a different color, though they should probably go in order, Ie, 1 gets red, the second one gets green, the third one gets blue and so on, much easier to see, and the thicknes definitelly should be like what in 2.79 wa 2 px or so.
oh cool, sorry for spamming the wrong thread, if you want to point me in the right direction it Id be happy to contribute :)
Please consider an option to offset the motion path!, example, i create a motion path on the head bone but i want to offset it to the forehead, or to the tip of the ear (which are directly moved by the head joing)
May 18 2018
Re. expressions, we discussed this during the design session. We may revisit it.
With this design, we wanted to strike a balance, where this interface remains lightweight and quick to use, while the full Drivers Editor remains as an area for full control.
We initially considered expressions more of a 'deep' feature, but perhaps we can find a way to include it here, as long as it doesn't take up too much space or is too cumbersome to use.
will this ever be fixed?
May 17 2018
I wouldnt activate Node Wrangled by default, but i'd steal some of it functions and make them standard, like previewing node outputs (ctrl shift click), lazy connect, or switching nodes, but to me the rest seems kind of messy to have it as a default on, though those functions should definitelly come bundled.
May 15 2018
Pose mode: relationship lines OFF
hey also when sliding or creating edge loops the "correct uv's" option should also be default... right?
May 11 2018
will you be able to add a script as a button too?, like just paste it into it and when you click the button it will run the entire script?
Would be nice if user could add any sort of command as a button without having to create an addon and go through that whole convoluted process.
May 10 2018
just to correct set key in maya is S not i
Also would be nice to be able to turn the grid off for when you're in ortho.
i was wondering why "object overlap" is under the shading options instead of the overlays ?.
also, if im using "single color", but with the material option... should i be seeing the material?
also, why is "texture" a different thing "mode", it seems to fit in between the options of single color to me unless it has some other special options that wouldnt work in tune with single color.
May 9 2018
Would be nice to be able to "dissolve" a collection and have the objects fall into the "parent collection", I can see that you can have nested collections and sometimes you'd wanna do that without deleting the objects (im saying because at the current state i already had the need to do this.)
You think we could make the "relationship lines" only show when the object is selected and have a gradient color from parent to child (maybe from the color of the selected bone fading to black) so one can actually know how the hierarchy is built?.
Also it could be nice to have a secondary color that tells you how bones or objects are related to other by parenting and by constraints with different colors for each?. for example y select abone, and all the direct childs get this secondary and the bones that have a constrain pointing to this bone will get an other color.
They do seem hard to catch at a glance, and I do agree that icons in this case are more selfexplanatory, could we do Icons + the colored number field?, It feels like that would read much better at a glance.
Yes, that sounds great, tapping could just bring you from the last mode used back to object mode (having edit mode be the default one to go to when you just started a session), and holding will get you the pie so you can quickly choose the one you want... this would work with very many tools if not all of them.
Why render display "new window", I thought one of the base ideas of blender was no obstructing overlapping windows... ?
I totally agree with the rest of your defaults, I've set them like this myself for years in 2.79
Maybe im off the line here,
May 8 2018
Question about how overrides will work:
if say I have 5 cubes all with different colors, and I want to have a layer where they all have other 5 colors, I should create 5 collections, one for each cube to do the override, and then attach those collections to the new layer?
Is that the intended workflow?