- User Since
- Jun 24 2016, 1:06 PM (173 w, 4 d)
Mon, Oct 14
storing the data on the armature is ok. The whole system is designed to make appending of metarig as simple as possible.
Wed, Oct 9
can conform this fix works also on astropad and duet.
thanks @Tim Lesher (tim) Carroll (codrus) for this!
@Brecht Van Lommel (brecht) Van Lommel (brecht) is there any reason why this fix can't go in master?
Mon, Sep 23
just to give further information if you pick colors on the cube on the rendered images you will get different values:
edited the post and added pictures to explain better.
Sep 20 2019
Did you actually test the difference between current method and my addon. Mine is so much faster and will benefit users. Current method is tons of clicking, just like many new and added options etc in bl 2.80 currently. Seems to be a new thing, lets make things easier by let the user click more
so if you want to drag your foot during the up position of the foot is much easier to do that from the ankle because if you do from toes you will need to add rotation and also translation, complicating the animation curves
Thanks for joining the discussion.
Sep 16 2019
Sep 10 2019
Sep 9 2019
Aug 21 2019
The 2.8 porting, rigify api refactor and some crucial changes to blender code were done by @Alexander Gavrilov (angavrilov) so should probably better let him have a look at it.
Jul 31 2019
@Antonio Vazquez (antoniov) after applying your patch the interpolation is gone but the noise still behaves very different from viewport and render. In render seems to just pop to the same noise value each step and then pop back to no noise value.
Can you please compare viewport and video render output to check if this is working as intended?
@Sybren A. Stüvel (sybren) maybe I misunderstood the usage then. Sorry.
Can I propose such a thing as a feature request, then? Can't see any intent on choosing between "render size" and "scene size" if both are exactly the same. Instead can be very useful in some cases (undistorting footage in vfx) to render at a higher size (fixing camera sensor scale accordingly) and then use the scale node set on "scene size" crop the image to the intended scene size without complex calculation in the crop node.
Jul 30 2019
Jul 18 2019
@Bastien Montagne (mont29) Then you should at least consider moving this new 2.8 minimal keymap on keys that are available on most keyboard layouts, or maybe create new hacks. In effect the view pie menu is completely unavailable and not remappable in any way in italian layout. And you may imagine the user experience you get if you switch to an US layout keeping your keyboard italian.
@Brecht Van Lommel (brecht) did the event debug data give any clue on how to handle this?
seems to be the same as:
keyboard layout problems
Jun 14 2019
can confirm that modifying the config as described fixes the issue (using 2.79b official and Troy's config with Brecht's edited line).
Thanks, @Brecht Van Lommel (brecht).
Jun 9 2019
and these are the registered events for a single stroke in console
@Brecht Van Lommel (brecht),
i have drawn 3 strokes. All affected by the pressure issue.
here is the console output for the events:
Jun 5 2019
seems blender is not aware that button exists though. Attaching a video to show what happens.
btw shouldn't be better to map basic keys like viewport pie menu to a key it's present in almost any language?
Jun 4 2019
@JoshBowman (JoshyB) Thanks for the tip, compiled blender with that option and works like a charm with both Astropad on iPad Pro/iPhone and Inklet with Trackpad.
At least works for grease pencil. For other modes I think some more files should be edited.
Jun 3 2019
@Jurek (solartistic) in the attached file the superfinger rotation axis option is set to "Automatic". this means rigify will calculate it through the average of the bone rolls. To work correctly the bones should be slightly bent.
You can also specify manual orientation from the option menu and specify the X axis.
@Annemie (MiminatorEndGame) basic informations are missing in this report.
You should at least write down the exact steps to reproduce the error or upload the a sample file.
May 14 2019
Gif1 - Colorwheel goes crazy
Gif2 - resulting values and sliders going crazy
May 13 2019
Can’t tell if was an intended fix or not.
What i can tell is that was working on e6acb4fba094 and is not working anymore.
I feel like i am writing this for the 3rd time in different words...
What’s missing in my report?
2.79 is affected. 2.8 seems work quite fine with replaced ocio configs.
As i wrote above this was not working in 2.79b official.
Used to work on e6acb4fba094 and some other previous nightly build downloaded from builder (unfortunately i haven’t saved all the downloads). But i still have e6acb4fba094 and replacing OCIO there makes both ARRI filmic and color wheels work.
If both versions are wrong it’s really strange that there are some versions where this was wrong and working, don’t you think?
What other information you need?
May 9 2019
@takeshi funahashi (waitinfuture) i am not sure to understand either the problem and the suggested fix you are proposing.
@Luciano Muñoz Sessarego (looch)
I think this thread is confusional. I suggest to split the single tasks in separate threads.
before doing it let's try to summarize and file this list:
May 2 2019
@JoshBowman (JoshyB), yeah thanks. That's why I was linking the topic. Hope some developer cares enough to have a look at it.
@Sergey Sharybin (sergey) it works with almost any pressure enabled software out of the box through inklet and Astropad (you can easily test krita). Believe anyway it should work just like pinching, zooming and rotating with two fingers on the trackpad are working using the regular APIs.
Apr 10 2019
i am closing this as resolved since after more than a week no more related issues are reported
Will move my proposal:
Unfortunately the script part is from rigify. So we have here 2 options in my opinion:
automatic: if rigify is enabled, and detects an old rig, re-generates the python scripts
manual: if rigify is enabled, and detects an old rig, displays the user a warning and the option to re-generate the python scripts
- in both systems the space switching is very limited, I modified a new rigify rig to allow multiple spaces in a more flexible way: with the help of @Julien DUROURE (julien) 's add-on to create space switches, with a bit of tweaking of the rig, now each controller has several different spaces that the animator would usually need like: head, chest, hips, cog (center of gravity), root. I have replicated the process manually but instead of a dropdown with just a slider that indicates different spaces like: 0 root, 1 torso, 2 hips.... etc.
Here is a sample video of the one i created with Juliens add-on.
Apr 6 2019
@Brecht Van Lommel (brecht) actually any macbook pro from 2016 to now has a forcetouch trackpad you can use to test it with inklet. This shares the same osx input and stroke event as astropad on ipad.
It’s very hard to believe that there isn’t any developer out there using a recent macbook pro.
@Brecht Van Lommel (brecht) who can this be assigned to?
Confirm the issue, just a metarig parenting problem. It's an easy fix, just need to re-encode metarig.
Mar 28 2019
the thing about the buttons is that FK2IK Action and IK2FK Action should snap all the FK keys to the IK positions, and the IK to the FK positions, but now it's vice versa. In contraposition the FK2IK & IK2FK Pose buttons are correct.
There’s a difference between the two functions. If you read the descriptions overing the mouse on the buttons it will be clear.
• The pose buttons are intended to snap, so ik2fk means snap the ik to the fk position.
• The action button are intended as bake, so ik2fk action means transfer the ik action to the fk controls. This is also similar to what the operator calls inside the code actually using blender’s bake operators.
Mar 25 2019
Seems there's more than one issue here:
"The buttons to transfer animation from one to the other dont work, also they are named incorrectly the one to transfer from IK to FK is named FK2IK and vice versa"
In my tests there's no error on newly generated rigs, but still seems it just does nothing at all.
This will require a more in depth investigation. Hope @Lucio Rossi (luciorossi) find some time to have a look at it.
This is more a backward compatibility issue.
The affected part is the rig-ui and Rigify tools python script generated in previous versions.
Mar 16 2019
Mar 14 2019
the addon by @Paolo Acampora (pkrime) posted in https://developer.blender.org/T57536 seems to address the issue in our tests. As for now it's destructive for the rig itself but can easily be modified to create a non destructive workflow like creating a data block copy of the original rig armature, make the bake on the reparented bones armature created by the script and after the export reassign the original rig data block to the armature object.
from the picture it seems some required leg bone is missing(deleted) or unpainted. I can't spot the heel.002.L (and .R) bone. This could be the problem but I'm just guessing since there are no information. Since the thread is not updated since more than one month and the error it's not reproducible I am closing this as invalid.
I am also point one more time that before reporting bugs users should have the good practice to read the wikis (that people take time to write) and check if the issue is caused by misuse of the tool rather than a bug.
rigify wiki here
closing this since it works now. @Alexander Gavrilov (angavrilov) can you open a task for:
another issue (it fails if the Widgets collection is selected)
and fix it if you can?
This is not a Rigify bug. Cannot reproduce it except generating from your file.
This usually happens when you remove/unparent/parent some face bones. Unfortunately the current face sample has this limitation: you can only move the bones to correct position according to your model. You cannot rename/unparent/remove any bone or the generate function will fail. This is going to be addressed in rigify 0.6 but for now the easiest way to fix is remove completely the face bones (make only armature layer 1 visible, select all bones on layer 1 and delete it) and re add a face sample (in edit mode select and add the superface sample). Then reposition the bones paying attention to not remove or reparent anything except for the small face bone that has to be parented to the spine.006 bone.
Moreover, you should either apply the scale in object mode since the armature object appears to be scaled up as pointed in previous posts.
Try to follow more accurately the rigify wiki
@neil richmond (neilford) you should probably change the tags or create a new task if you want this to be solved quickly.
This should be handled by blender itself onload. All armatures using shapes are affected. it's not an add-on related bug.
Since after a month no issue is reported and can't reproduce the breast problem I am closing this task.
Mar 12 2019
Just tested this successfully. I'd like to polish a bit the 'Feature Set' panel, but that's way over this task's topic.
Feb 23 2019
Feb 19 2019
ok sorted it out.
there are two misleading information in this thread. I'll post this for other people eventually coming here reading.
Feb 18 2019
@Alexander Gavrilov (angavrilov)
still no luck with your repo and 2.79 same os as above:
I've got a feeling you are under an impression that https://github.com/eigen-value/rigify/tree/rigify_0.6_beta is for 2.8 - that's wrong.
@Damien Picard (pioverfour) please download the 0.6 beta and test it. Should be updated to your recent pulls (except for pantins related commits). If it works then it's os-related, if not, you probably did some modification to without stashing the related commit, so in that case we need to pull that too (without pantins related commits).
My external rigs work with the expected minor modifications (mainly the matrix multiplication operator).
This is happening way before, just clicking on the add-on enable button. So to be clear rigify is not loaded at all.
I start a public request to commit third-party contributions already accepted to https://github.com/eigen-value/rigify/tree/rigify_0.6_beta
Feb 15 2019
I wonder if we can at least speed up committing the already accepted patches (including custom rig pack support from @Damien McGinnes (damien) Picard (pioverfour) that is directly relevant to this bug)