- User Since
- Oct 14 2010, 11:56 AM (470 w, 5 d)
Mon, Oct 14
Sat, Oct 12
is there a way i can test run this ?
Wed, Oct 2
Thu, Sep 26
I want to add to what @Hjalti Hjálmarsson (hjalti) said;
One thing think is important to note is having a keyframe modification unintendedly propagate through other keyframes is something NO animator i've ever heard of ever wanted, because we're all the time making sure everything is in the right place at the right moment, and one little curve change from a keyframe that modifies what i did 2 keyframes earlier or later can make a pop or an unintended behaviour arise really fast.
Aug 26 2019
Aug 22 2019
so sorry! it wasnt my intention to mess this up!
I only commented because i felt that the solution to the problem at hand was creating new problems!
well maybe we should define some color coding for custom props, other for "other props" and xyz, just dont do random because in this case random just doesnt help it gives you a pattern that you need to not follow
why do we need a random color for each value, we just need RGB for XYZ + 1 color for W + 1 color for custom properties, that's it,.
we have something remotely similar :
What if the channel names where of the corresponding colors, it seems really hard to track with the colors so far from the names
there is something missing here which is the fact that often you want to only see the translate x of all the controllers selected or only the rotation x and y, right now you have to use the search box to filter what you can and then select by hand, It would be great to have maybe a hotkey to select one or many channels filtered to all the selected objects.
I feel this is a problem easily solved by always coloring XYZ the same RGB but just when W is present have a color for it instead to recognize it, instead of of now having XYZ euler one set of colors and and WXYZ (quaternion) an other set of colors.
Also GROUP colors off should be off by default as they really dont help at all looking at the graph editor.
Aug 12 2019
Jul 25 2019
Jul 12 2019
Oh man, why didnt i check this before, must be something with the driver, i just checked other apps and the problem is there, just omit this bug report!
Jul 11 2019
Jul 3 2019
next time i see you ill kiss ya!
Jul 2 2019
holy moly you did it!!!
Jul 1 2019
Jun 29 2019
confirmed, it's only on windows, in mac it works.
What required info?, its all you need, even with an empty scene put quicktime and codec QT rle and render and it will crash on windows.
I'll try on mac, but in windows i just tested it again
Jun 28 2019
hey guys any news on this?
May 13 2019
May 12 2019
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..
oh i thought we could in 2.79 it turns out we couldn't just drag the start frame negatively, but we can stand on a negative frame and set it as a startframe.
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 :)
May 9 2019
Yeah ivan sorry for tha mess, that sounds like a proper structure, I totally get what you're going for.
May 8 2019
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.
May 7 2019
May 1 2019
Apr 24 2019
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
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.
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
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.
May 29 2018
it doesnt require alpha, but its supported.