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Ivan Cappiello (icappiello)
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Jun 24 2016, 1:06 PM (138 w, 4 d)

Recent Activity

Yesterday

Ivan Cappiello (icappiello) updated subscribers of T61711: Basic Rigify Spine 2.8 won't successfully generate.
Tue, Feb 19, 12:32 PM · BF Blender: 2.8, Animation, Addons
Ivan Cappiello (icappiello) created T61711: Basic Rigify Spine 2.8 won't successfully generate.
Tue, Feb 19, 12:31 PM · BF Blender: 2.8, Animation, Addons
Ivan Cappiello (icappiello) added a comment to D4364: Rigify: add support for user-defined rig packages and related utilities..

ok sorted it out.
there are two misleading information in this thread. I'll post this for other people eventually coming here reading.

Tue, Feb 19, 11:00 AM

Mon, Feb 18

Ivan Cappiello (icappiello) added a comment to D4364: Rigify: add support for user-defined rig packages and related utilities..

I don’t understand what you are trying to do, Alexander's branch is for 2.8 as implied in the branch name, right?

What worked for me was to apply this patch directly to the current Blender 2.8 Addons repository.

Mon, Feb 18, 6:59 PM
Ivan Cappiello (icappiello) added a comment to D4364: Rigify: add support for user-defined rig packages and related utilities..

@Alexander Gavrilov (angavrilov)
still no luck with your repo and 2.79 same os as above:

Mon, Feb 18, 6:11 PM
Ivan Cappiello (icappiello) added a comment to D4364: Rigify: add support for user-defined rig packages and related utilities..

@Alexander Gavrilov (angavrilov)

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.

Mon, Feb 18, 6:05 PM
Ivan Cappiello (icappiello) added a comment to D4364: Rigify: add support for user-defined rig packages and related utilities..

I can’t test on Mac OS, but it works for me on Linux when applied upon the latest commit.

@Damien Picard (pioverfour) please download the 2.6 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.

Mon, Feb 18, 4:50 PM
Ivan Cappiello (icappiello) added a comment to D4364: Rigify: add support for user-defined rig packages and related utilities..

@Alexander Gavrilov (angavrilov)

I start a public request to commit third-party contributions already

accepted to https://github.com/eigen-value/rigify/tree/rigify_0.6_beta

Mon, Feb 18, 1:38 PM

Fri, Feb 15

Ivan Cappiello (icappiello) added a comment to T52758: Rigify: feature proposal: allow registration of custom rig types.

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)

Fri, Feb 15, 12:39 PM · Addons
Ivan Cappiello (icappiello) updated subscribers of T60461: Rigify: Fix displaying multiple rig layer panel with older blend file. Blender 2.8.
Fri, Feb 15, 12:22 AM · Addons
Ivan Cappiello (icappiello) added a comment to T60461: Rigify: Fix displaying multiple rig layer panel with older blend file. Blender 2.8.

@Brendon Murphy (meta-androcto)
2.8 is a release with big change in critical areas.
Python rig-is should be deprecated in next rigify major update my opinion.
Still is not clear how/if/when armature system is going to get a redesign. We discussed with the foundation several option of pickers and ui implementations for armatures. All those required ui hacking to work in the viewport (2.79) and we abandoned the project. Until armature plans for 2.8x are more clear i'd put on hold any big effort in changing something is going to be abandoned anyway.
i'll try to have a deeper look on what happens here anyway.

Fri, Feb 15, 12:17 AM · Addons
Ivan Cappiello (icappiello) added a comment to T54058: Rigify - Cat setup suggestions/fix.

@-L0Lock-
The only bug i can confirm is misplaced tail tweak layers. It seems i forgot to set the spine property correctly. This is an easy fix even for the user, just select the bone in pose mode and in the 'Rigify Type" tab just deselect layer 2 and select layer 5. This will enable the 'spine tweak' layer in the rig ui and place the tweak bones accordingly.

Fri, Feb 15, 12:06 AM · Animation, Addons

Mon, Feb 11

Ivan Cappiello (icappiello) added a comment to T52758: Rigify: feature proposal: allow registration of custom rig types.

Well, if you were an official maintainer of a module in the C core of blender, I would have already asked Brecht or Cambell to review it instead, and they would likely have done it. This is basically what happened with all my recent animation and NLA patches. Being an official maintainer without actually doing any code review is holding the module hostage.

Mon, Feb 11, 5:33 PM · Addons
Ivan Cappiello (icappiello) updated subscribers of T52758: Rigify: feature proposal: allow registration of custom rig types.

being the official maintainer implies a responsibility for timely review and intergration of changes contributed by others.

Mon, Feb 11, 4:29 PM · Addons

Fri, Feb 8

Ivan Cappiello (icappiello) updated subscribers of T52758: Rigify: feature proposal: allow registration of custom rig types.

@Luciano Muñoz Sessarego (looch),
i think there's a misunderstanding about rigify samples, metarigs and rig types.

Fri, Feb 8, 12:43 AM · Addons

Dec 18 2018

Ivan Cappiello (icappiello) added a comment to T48116: Update Cloud Generator Addon.

@Brendon Murphy (meta-androcto)
can you explain why the particle option has been deprecated?
i find it very useful. Just reinserted the line removed by this commit and seems to create no problem at all in 2.79b.
Is this option really causing issues or what?

Dec 18 2018, 3:52 PM · Addons

Dec 7 2018

Ivan Cappiello (icappiello) triaged T58929: Rigify incorrect neck behaviour as Confirmed, Medium priority.
Dec 7 2018, 11:31 PM · Addons
Ivan Cappiello (icappiello) reassigned T58929: Rigify incorrect neck behaviour from Corrado Piscitelli (GigiSpligi) to Lucio Rossi (luciorossi).
Dec 7 2018, 11:29 PM · Addons

Nov 6 2018

Ivan Cappiello (icappiello) added a comment to T54159: Bake Actions causes skewed bones on Rigify armature.

P.S. Given that the position, scale and rotation of the bones is completely overridden by constraints, there is no need for inheriting scale (or anything) in the first place in this case.

Nov 6 2018, 8:46 PM · BF Blender

Sep 10 2018

Ivan Cappiello (icappiello) added a comment to T48892: Rigify Update and Fixes.

There is a double deformation problem in the foot after generating

Sep 10 2018, 1:41 PM · Addons

Aug 27 2018

KiJeon (0o00o0oo) awarded T48892: Rigify Update and Fixes a Love token.
Aug 27 2018, 4:09 AM · Addons

Aug 19 2018

Ivan Cappiello (icappiello) added a comment to T56446: IMPORT and/or EXPORT of BVH Files partly making problems see example description (easily verifyable) .

rigify is not involved in the issue. The metarig is exported/imported through BVH import/export add-on. Until rig generation (i.e. press the 'generate rig' button) there will only be a simple armature object named "metarig" in the scene. It's not any different from handling any other armature object.

Aug 19 2018, 5:37 PM · Addons

Aug 3 2018

Ivan Cappiello (icappiello) added a comment to T52758: Rigify: feature proposal: allow registration of custom rig types.

Hey @Luciano Muñoz Sessarego (looch),
The feature is there. If you switch to edit mode, in the tool panel you will find a 'Rigify Dev Tools' panel displaying the 'Encode Metarig to Python' and 'Encode Sample to Python' buttons.

Aug 3 2018, 3:37 PM · Addons

Oct 25 2017

Ivan Cappiello (icappiello) added a comment to T53019: Rigify paw IK stretch error and Legacy Mode "paw" missing.

@Luis Miguel Pérez González (Wilson)

Once created, can the pivot point be modified?

No

(As in version 2.78)

i think you refer to the original non-stretchy spine since in the 2.78 the super_torso_turbo had the exact same behavior (plus lots of bug and limitations). That kind of spine has been replaced by the new one as default. The only way of using it for now is enabling the legacy mode and use the old method.

Oct 25 2017, 3:46 PM · Addons
Ivan Cappiello (icappiello) added a comment to T53019: Rigify paw IK stretch error and Legacy Mode "paw" missing.

@Luis Miguel Pérez González (Wilson)

Sorry but I can not find the pivot slide. I selected each bone in the spine and tail and found only "head_follow", "neck_follow" and "tail_follow". Could you tell me the name of the bone?

Oct 25 2017, 3:33 PM · Addons
Ivan Cappiello (icappiello) added a comment to T53019: Rigify paw IK stretch error and Legacy Mode "paw" missing.

The spine of the cat looks very good. Should the "Basic Quadruped" or wolf spine work in the same way?

indeed it should. And... it isn't. Seems the problem is a prop on the metarig.

Oct 25 2017, 2:48 PM · Addons
Ivan Cappiello (icappiello) added a comment to T53024: Rigify Animation Tools not functioning.

I can confirm the issue. Trying to rollback to the commit that broke it. Will report results asap.

Oct 25 2017, 1:58 PM · Addons
Ivan Cappiello (icappiello) added a comment to T53019: Rigify paw IK stretch error and Legacy Mode "paw" missing.

I'm not sure that the spine works well (quadruped rid 2.79). It has only two bones to control the curvature. It is complicated to bend the spine. Sorry for commenting here, I was not sure about reporting this as a bug. Would you mind checking this out?

Oct 25 2017, 1:55 PM · Addons

Oct 10 2017

Ivan Cappiello (icappiello) closed T52969: Rigify generation does not work without face as Invalid.

Cannot confirm issue. The problem is related to incorrect delete of face bones. All face bones are child of a single bone named “face” that is placed on the same position of “spine.006” (the head bone). If “face” is not deleted and has no child bones (i.e. All face bone are deleted except “face”) the generate process will raise an error. As described accurately in the rigify wiki, all face bones are placed on armature layer 1. To correctly remove all of them it is suggested to make only layer 1 visible, select all bones, and then delete it. if done this way no error will be raised and the rig will be correctly generated.
Please read the wiki before posting next time, maybe you can find an easy solution without waiting for answers.
Cheers,
Ivan

Oct 10 2017, 8:30 PM · Addons

Sep 15 2017

Ivan Cappiello (icappiello) added a comment to T52758: Rigify: feature proposal: allow registration of custom rig types.

Would you guys be interested in getting together to discuss and possibly hack on this in person at the conference? I think collaborating in person is always more fun. :-)

Sep 15 2017, 9:43 PM · Addons
Ivan Cappiello (icappiello) added a comment to T52758: Rigify: feature proposal: allow registration of custom rig types.

Hello @Nathan Vegdahl (cessen) ,
thanks for the feedback.

Sep 15 2017, 12:17 PM · Addons

Aug 6 2017

Ivan Cappiello (icappiello) added a comment to T50511: Pitchipoy rig, visual representation of keys, don't visible. .

@Rombout Versluijs (rombout), the header was done before the documentation, so the only chance is you missed it.
I think there are only two different scenarios here:

  1. the user has blender2.78 or previous. In this case he can easily see the bundled version is 0.4 and mismatches the documentation header. The documentation and release changelog state also with extreme clarity what's changed in 0.5 (Please Read: What's new in Rigify 0.5) so if the feature you are looking for is in 0.5 updates list he just grab the 2.79 and goes. As long as he can read english i can't see a real problem.
  2. the user has blender2.79 or newer. The problem doesn't exist at all.
Aug 6 2017, 11:25 AM · Animation, Addons, BF Blender
Ivan Cappiello (icappiello) added a comment to T50511: Pitchipoy rig, visual representation of keys, don't visible. .

@Rombout Versluijs (rombout) is the official rigify wiki page and, as i wrote previously, there's no other one since it documented for the first time in 0.5. Please look further before posting next time. And stop posting here if your question is not relevant to the topic and you already had support.

Aug 6 2017, 10:51 AM · Animation, Addons, BF Blender
Ivan Cappiello (icappiello) added a comment to T50511: Pitchipoy rig, visual representation of keys, don't visible. .

@Rombout Versluijs (rombout), maybe you missed the first lines of the page. There's a header that states the version of the add-on and the blender release.

.

Aug 6 2017, 10:37 AM · Animation, Addons, BF Blender

Aug 5 2017

Ivan Cappiello (icappiello) added a comment to T50511: Pitchipoy rig, visual representation of keys, don't visible. .

@Rombout Versluijs (rombout)
Rigify 0.5 is bundled with blender 2.79. The documentation is referred to the upcoming 2.79 release. Since 0.5 is a major change and the old rigify was never documented and its code is going to be deprecated anyway, we decided to refer the documentation explicitly to Rigify 0.5.
If you want to test it grab your test build here: Blender 2.79 RC1

Aug 5 2017, 9:46 AM · Animation, Addons, BF Blender

Jul 28 2017

Ivan Cappiello (icappiello) added a comment to T48892: Rigify Update and Fixes.

@Karlis Stigis (karlisstigis)
Another option for the child of problem is having a look at new limb features at: https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Rigging/Rigify#Limbs
In particular, if you use the IK following option setting it to 0 (Zero), the hand will not follow any part of the rig anymore acting like any other object in the scene, so when the child of constraint is turned off that position should be retained. This could help in particular situations. Keep in mind that this is a boolean value so no interpolation can be done. Moreover this could not work in an already animated file, but i thought it might be useful while planning future animations tough.

Jul 28 2017, 4:32 PM · Addons
Ivan Cappiello (icappiello) added a comment to T48892: Rigify Update and Fixes.

@Karlis Stigis (karlisstigis)

The main one was with the rig layers panel which after linking all those characters in the scene was not showing up for some of them and for others there was as many panels as there where characters.

Jul 28 2017, 4:18 PM · Addons
Ivan Cappiello (icappiello) added a comment to T52158: Rigify.

@adam earle (adamearle),
your last post refers to a separate issue. Please do not continue posting in this thread if the content is not related to the bug report you opened, especially if the thread is closed and you do not provide new and useful informations about the reported bug.
Moreover, before opening a new thread, please try to use the search field or google for your query.
If you did you'd probably found this:

Jul 28 2017, 11:05 AM · Addons

Jul 27 2017

Ivan Cappiello (icappiello) updated subscribers of T52167: Rigify "Rigify Type" lags bone properties panel..

I can't conform that.
It could be related to some script running in background, or just a graphic driver issue.
@Lucio Rossi (luciorossi) @Brendon Murphy (meta-androcto) Can anyone else please confirm this is happening?

Jul 27 2017, 12:37 PM · BF Blender
Ivan Cappiello (icappiello) closed T52158: Rigify as Invalid.

@adam earle (adamearle),
first, take in consideration that all the first part of your post is not a bug report. I could take it as a sort of design proposal. I'll take the time to answer anyway but please next time consider that a bug is considered something the program is explicitly meant to do and doesn't.

Jul 27 2017, 12:01 PM · Addons

Jul 22 2017

Ivan Cappiello (icappiello) closed T52130: Issue With Pitchipoi Rigify Armature as Invalid.

A Vertex Group doesn't appear until you click in the view port and the bone seems to have no weighting.

Jul 22 2017, 11:38 AM · Addons

Jul 3 2017

Ivan Cappiello (icappiello) added a comment to T51964: Can't sort Linked objects transparency in viewport.

@Bastien Montagne (mont29) since 2.79 is going to be last stable build till the official 2.8 release, i thought it could be worth a look at this patch since, even if doomed, BI will stay as long as needed to make 2.8 stable. What benefit could come from not having a workaround for that issue in 2.79 as long as it doesn't break anything else?

Jul 3 2017, 5:51 PM · OpenGL / Gfx, BF Blender
Ivan Cappiello (icappiello) added a comment to T51964: Can't sort Linked objects transparency in viewport.

@Paolo Acampora (pkrime), i remember you wrote for us a patch to fix that while we were rendering our animated feature GL previews. I think it's here https://developer.blender.org/T48983. @Bastien Montagne (mont29) We are stil using it in studio, even if rejected (and still unclear to me why) i think it could be at least a good starting point to address the issue, can you please consider it?

Jul 3 2017, 5:39 PM · OpenGL / Gfx, BF Blender

Jun 30 2017

Ivan Cappiello (icappiello) raised the priority of T51930: Rigify FK to IK is broken (2.78 Pitchipoy and 2.79) from Normal to Confirmed, High.

After a first look it seems something has changed in the way blender handles the snapping functions.

Jun 30 2017, 11:28 AM · Addons

Jun 29 2017

Ivan Cappiello (icappiello) added a comment to T51930: Rigify FK to IK is broken (2.78 Pitchipoy and 2.79).

I can confirm the issue. Causes are still unclear. We are investigating right now.

Jun 29 2017, 4:24 PM · Addons
Ivan Cappiello (icappiello) closed T51928: Rigify (2.79/daily) auto-calculates incorrect bone rolls as Invalid.

automatic works as designed.
The option is on the limb's first bone in the metarig. Just select it (upper_arm.L i guess) in pose mode and switch from automatic to the axis you want. Default is X. Then you have to take care of bone rolls though.

Jun 29 2017, 4:23 PM · Addons
Ivan Cappiello (icappiello) placed T51930: Rigify FK to IK is broken (2.78 Pitchipoy and 2.79) up for grabs.
Jun 29 2017, 2:55 PM · Addons

Jun 23 2017

Ivan Cappiello (icappiello) updated subscribers of D2713: FBX import characters with bone weights exceeding 1.0.

hey @Brendon Murphy (meta-androcto) can you please have a look at this?

Jun 23 2017, 3:28 PM · Python, Import/Export, Addons

Jun 10 2017

Ivan Cappiello (icappiello) closed T51729: Rigify UI doesn't show when linking in more than one character as Resolved.

closing the tasks as resolved since rigify 0.5 addresses all 3 issues.

Jun 10 2017, 5:12 PM · Addons
Ivan Cappiello (icappiello) added a comment to T51757: Keys for FK/IK sliders not visible. .

i am closing this task as invalid since it was already reported, fixed and, after a double check on commits there's no trace of other issues introduced by recent commits.

Jun 10 2017, 5:09 PM · Addons
Ivan Cappiello (icappiello) closed T51757: Keys for FK/IK sliders not visible. as Invalid.
Jun 10 2017, 5:06 PM · Addons
Ivan Cappiello (icappiello) added a comment to T51757: Keys for FK/IK sliders not visible. .

I remember the issue. We never fixed that in legacy mode. Legacy mode is intended to maintain the legacy feature unchanged during the migration to new 0.5 code.
The reported issue is related to rigify's original design, we took care of it redesigning the rigs in 0.5.

Jun 10 2017, 1:33 PM · Addons
Ivan Cappiello (icappiello) added a comment to T51729: Rigify UI doesn't show when linking in more than one character.

there's more than a issue here.

Jun 10 2017, 1:20 PM · Addons

May 29 2017

Ivan Cappiello (icappiello) added a comment to T48892: Rigify Update and Fixes.

@Julien DUROURE (julien) with the next 2.79 release all your requests should be addressed. Have a look at the release notes and follow the upcoming wiki page to know how to use it.
Cheers,
Ivan

May 29 2017, 10:30 AM · Addons

May 15 2017

Ivan Cappiello (icappiello) closed T51094: Rigify: choose regenerate target by rig_id, and clean WGT- objects up after generation and fix minor bug as Invalid.
May 15 2017, 7:06 PM · Addons
Ivan Cappiello (icappiello) added a comment to T51094: Rigify: choose regenerate target by rig_id, and clean WGT- objects up after generation and fix minor bug.

About the rig-id part:
Seems you are writing the rig-id on the meta-rig and then the meta-rig passes it to the rig. Even if the idea seems cool at a first glance, again, the consequence of this change are breaking other rigify features.
It seems you never generate again the rig-id on the meta-rig once is created. This is bad. Rigify metarigs are created to be shareable through blender files. For example, you have rigged your character with rigify, the next one is similar to the first, so you append your meta-rig form the first to the second file, then edit it as needed and generate. Standing to your patch in this case the metarig will bring in the second file the same rig id and - even not finding the rig itself - will always generate rigs with same rig-id. Since there is no rule to know when to re-create the rig id, you will force the user to manually delete it.
The idea behind the patch is good though.
I'll try to think a workaround for this second part, but for now -as this patch is submitted - I consider this part rejected too.

May 15 2017, 7:03 PM · Addons
Ivan Cappiello (icappiello) added a comment to T51094: Rigify: choose regenerate target by rig_id, and clean WGT- objects up after generation and fix minor bug.

from a first look i have some big concerns about rigify WGT patch proposal:

May 15 2017, 6:08 PM · Addons
Ivan Cappiello (icappiello) added a comment to T51094: Rigify: choose regenerate target by rig_id, and clean WGT- objects up after generation and fix minor bug.

looking into the patch right now.

May 15 2017, 5:47 PM · Addons
Ivan Cappiello (icappiello) closed T50511: Pitchipoy rig, visual representation of keys, don't visible. as Resolved.
May 15 2017, 12:44 PM · Animation, Addons, BF Blender
Ivan Cappiello (icappiello) added a comment to T50511: Pitchipoy rig, visual representation of keys, don't visible. .

This is fixed in 2.79. Now the property is moved to a visible bone laying at the base of the limb.

  • New rigs created starting from 2.79 code will work automatically.
  • Old rigs should be upgraded re-assigning the rigify-types property in pose mode.
May 15 2017, 12:44 PM · Animation, Addons, BF Blender

Feb 8 2017

Ivan Cappiello (icappiello) added a comment to T50607: Rigify (Pitchipoy) arm rotation popping/rotating problem in IK.

This is the metarig i re-created from the ORG-bones in your file. That's how the arm bone should be oriented to make it correctly work. You can restart from there.

Feb 8 2017, 11:18 AM · Addons
Ivan Cappiello (icappiello) closed T50607: Rigify (Pitchipoy) arm rotation popping/rotating problem in IK as Invalid.
Feb 8 2017, 10:30 AM · Addons
Ivan Cappiello (icappiello) added a comment to T50607: Rigify (Pitchipoy) arm rotation popping/rotating problem in IK.

on the the sample file i see more problems than you reported. Most of the controls are turned in the rest pose and there is a dependency cycle on the right leg. I suspect the metarig is misaligned or some modifications were made after the rig-generation.
I can see from the ORG-bones (that are the exact metarig copy) that your arms have bone rolls not correctly aligned. the Z-axis should point downward, in your rig instead is flipped.
You can go in the front view (numpad 1) select the arm bone-chain on the metarig and hit CTRL+N > Recalculate Roll > View Axis. Then regenerate the rig.

Feb 8 2017, 10:30 AM · Addons

Jan 28 2017

Ivan Cappiello (icappiello) added a comment to T48892: Rigify Update and Fixes.

@Luciano Muñoz Sessarego (looch)
please provide the blend file with the metarig that's generating the error. And a detailed description.

Jan 28 2017, 3:48 PM · Addons
Ivan Cappiello (icappiello) added a comment to T48892: Rigify Update and Fixes.

About the finger, have you tried to replace basic fingers with the pitchypoi super finger?
That should do exactly what you asked for.

Jan 28 2017, 10:24 AM · Addons

Jan 27 2017

Ivan Cappiello (icappiello) added a comment to T50511: Pitchipoy rig, visual representation of keys, don't visible. .

Not sure it's a complete solution tough.
Then if hand_fk is not visible the problem remains. I guess exposing a separate bone at the limb's first bone to handle all the properties is a better idea. This bone can be on both FK and IK rig-layer meaning it's always visibile if at least one of them is.
Will look further into that.

Jan 27 2017, 10:01 AM · Animation, Addons, BF Blender
Ivan Cappiello (icappiello) added a comment to T48892: Rigify Update and Fixes.

You can use the method you prefer. Rigify can make mixed rigs.

  1. Add Human-Metarig
  2. in edit mode add a sample face
  3. parent the face bone to the head
  4. generate
Jan 27 2017, 9:45 AM · Addons
Ivan Cappiello (icappiello) added a comment to T50511: Pitchipoy rig, visual representation of keys, don't visible. .

I can confirm the bug. Looking if @Joshua Leung (aligorith) 's fix is breaking something else.

Jan 27 2017, 9:24 AM · Animation, Addons, BF Blender
Ivan Cappiello (icappiello) closed T49317: Rigify - biped.leg Sample not working as Archived.
Jan 27 2017, 8:57 AM · Addons
Ivan Cappiello (icappiello) added a comment to T49317: Rigify - biped.leg Sample not working.

Following those steps i can't reproduce this error on 2.78a. All DEF and ORG bones are on the respective layers and correctly displayed.

Jan 27 2017, 8:50 AM · Addons

Jan 24 2017

Ivan Cappiello (icappiello) added a comment to T48892: Rigify Update and Fixes.

We could have a fix that adds the feature you requested on the pitchypoi leg.

Jan 24 2017, 12:48 PM · Addons

Jan 23 2017

Ivan Cappiello (icappiello) added a comment to T48892: Rigify Update and Fixes.

@Julien DUROURE (julien)
I looked into the FK toe snap problem.

Jan 23 2017, 12:39 PM · Addons
Ivan Cappiello (icappiello) added a comment to T48892: Rigify Update and Fixes.

@Julien DUROURE (julien)
i will have a look at the standard rigify bug. But that part if the code is untouched since nathan coded it.

Jan 23 2017, 11:45 AM · Addons
Ivan Cappiello (icappiello) added a comment to T48892: Rigify Update and Fixes.

@Julien DUROURE (julien)
The firts 3 reports should be all grouped into a single thread since are all related.

Jan 23 2017, 10:41 AM · Addons

Jan 22 2017

Ivan Cappiello (icappiello) added a comment to T48892: Rigify Update and Fixes.

@Luciano Muñoz Sessarego (looch):
Yes all our work relies on the pitchipoy code.

Jan 22 2017, 7:31 PM · Addons
Ivan Cappiello (icappiello) added a comment to T48892: Rigify Update and Fixes.

@Luciano Muñoz Sessarego (looch),
All the major changes presented at the conference are already in master since 2.78.

Jan 22 2017, 7:14 PM · Addons

Sep 22 2016

Ivan Cappiello (icappiello) added a comment to T48892: Rigify Update and Fixes.

This is the commit of an urgent fix that will make the snapping functions work with new additions to the super_limbs:

Sep 22 2016, 1:37 PM · Addons

Sep 12 2016

Ivan Cappiello (icappiello) added a comment to T48892: Rigify Update and Fixes.

The feature suggested by @johan tri handoyo (johantri) is now committed.

Sep 12 2016, 4:55 PM · Addons

Aug 20 2016

Ivan Cappiello (icappiello) added a comment to T48892: Rigify Update and Fixes.

Johan,
i tested your rig.
As i wrote in the previous post, this cant't work "out of the box" with rigify rigs.

Aug 20 2016, 6:44 PM · Addons

Aug 19 2016

Ivan Cappiello (icappiello) added a comment to T48892: Rigify Update and Fixes.

Hello Johan,
i maybe didn't understand well what was done on the rigging side on the garfield series, but i suppose it wasn't done in blender. About your method:

Aug 19 2016, 8:28 PM · Addons

Jul 19 2016

Ivan Cappiello (icappiello) updated the diff for D2114: Rigify updates and fixes.

adding the missing super_palm.py file.

Jul 19 2016, 5:56 PM · Addons
Ivan Cappiello (icappiello) added a comment to D2114: Rigify updates and fixes.

This rig was originally committed by @Nathan Vegdahl (cessen),
Correcting locations should be fine, but not sure of implications for adjusting inherit scale.

@Campbell Barton (campbellbarton) @Nathan Vegdahl (cessen) the inherit scale modification is necessary to prevent undesired results after non uniform scaling on the hand control. If you want to check it just generate the rig leaving inherit scale values active, then rotate the hand and scale it non uniformly (ex: S Y Y) and you will see the fingers controls and deform bones exploding in all directions. Anyway our modification is applied to a new rig type with a different name. The old one is still there and will not be affected by the modification.

Jul 19 2016, 2:02 PM · Addons
Ivan Cappiello (icappiello) created T48892: Rigify Update and Fixes.
Jul 19 2016, 10:36 AM · Addons

Jul 18 2016

Ivan Cappiello (icappiello) added a reviewer for D2114: Rigify updates and fixes: Campbell Barton (campbellbarton).
Jul 18 2016, 8:44 PM · Addons

Jun 28 2016

Ivan Cappiello (icappiello) added a comment to T48728: vertex colors not shown in texture mode.

But my question is: is it indeed supposed to always use vertex color in texture view?

Jun 28 2016, 12:28 PM · BF Blender

Jun 24 2016

Ivan Cappiello (icappiello) added a comment to T48728: vertex colors not shown in texture mode.

This 'feature' was purposely removed from master a few weeks ago (by @Campbell Barton (campbellbarton) iirc) - it did not really make sense to systematically show vcol in texture paint mode, and was actually often annoying.

Jun 24 2016, 4:13 PM · BF Blender
Ivan Cappiello (icappiello) updated subscribers of T48728: vertex colors not shown in texture mode.
Jun 24 2016, 1:11 PM · BF Blender
Ivan Cappiello (icappiello) created T48728: vertex colors not shown in texture mode.
Jun 24 2016, 1:10 PM · BF Blender