Merge branch 'blender-v3.1-release'

This commit is contained in:
Alexander Gavrilov 2022-02-11 11:42:33 +03:00
commit fe2bb92a65
3 changed files with 10 additions and 9 deletions

View File

@ -485,12 +485,16 @@ def register():
bpy.utils.register_class(cls)
bpy.types.TOPBAR_MT_file_import.append(menu_func_import)
bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
# Disabling the menu entry for this python exporter now that
# there is a C++ exporter. For now, leaving the actual
# export_scene.obj pointing at the python version.
# bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
def unregister():
bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)
bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)
# See comment above about menu for the python exporter
# bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)
for cls in classes:
bpy.utils.unregister_class(cls)

View File

@ -4,7 +4,7 @@
bl_info = {
"name": "Rigify",
"version": (0, 6, 4),
"version": (0, 6, 5),
"author": "Nathan Vegdahl, Lucio Rossi, Ivan Cappiello, Alexander Gavrilov",
"blender": (3, 0, 0),
"description": "Automatic rigging from building-block components",

View File

@ -76,13 +76,10 @@ class Rig(BaseSkinRig):
if len(self.eye_corner_nodes) != 2:
self.raise_error('Expected 2 eye corners, but found {}', len(self.eye_corner_nodes))
# Build a coordinate space with XY plane based on center and two corners,
# and Y axis oriented as close to the eye axis as possible.
vecs = [(node.point - self.center).normalized() for node in self.eye_corner_nodes]
normal = vecs[0].cross(vecs[1])
space_axis = self.axis - self.axis.project(normal)
# Build a coordinate space with XY plane based on eye axis and two corners
corner_axis = self.eye_corner_nodes[1].point - self.eye_corner_nodes[0].point
matrix = matrix_from_axis_pair(space_axis, normal, 'z').to_4x4()
matrix = matrix_from_axis_pair(self.axis, corner_axis, 'x').to_4x4()
matrix.translation = self.center
self.eye_corner_matrix = matrix.inverted()