Ivan Cappiello (icappiello)
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Jun 24 2016, 1:06 PM (56 w, 6 d)

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Today

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?

Thu, Jul 27, 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.

Thu, Jul 27, 12:01 PM · Addons

Sat, Jul 22

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.

Sat, Jul 22, 11:38 AM · Addons

Mon, Jul 3

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?

Mon, Jul 3, 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?

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

Fri, Jun 30

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

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

Fri, Jun 30, 11:28 AM · Addons

Thu, Jun 29

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.

Thu, Jun 29, 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. Just switch from automatic to the axis you want. default is X.

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