Merge branch 'blender-v3.1-release'
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commit
fe2bb92a65
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@ -485,12 +485,16 @@ def register():
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bpy.utils.register_class(cls)
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bpy.types.TOPBAR_MT_file_import.append(menu_func_import)
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bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
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# Disabling the menu entry for this python exporter now that
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# there is a C++ exporter. For now, leaving the actual
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# export_scene.obj pointing at the python version.
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# bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
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def unregister():
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bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)
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bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)
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# See comment above about menu for the python exporter
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# bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)
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for cls in classes:
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bpy.utils.unregister_class(cls)
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@ -4,7 +4,7 @@
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bl_info = {
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"name": "Rigify",
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"version": (0, 6, 4),
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"version": (0, 6, 5),
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"author": "Nathan Vegdahl, Lucio Rossi, Ivan Cappiello, Alexander Gavrilov",
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"blender": (3, 0, 0),
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"description": "Automatic rigging from building-block components",
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@ -76,13 +76,10 @@ class Rig(BaseSkinRig):
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if len(self.eye_corner_nodes) != 2:
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self.raise_error('Expected 2 eye corners, but found {}', len(self.eye_corner_nodes))
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# Build a coordinate space with XY plane based on center and two corners,
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# and Y axis oriented as close to the eye axis as possible.
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vecs = [(node.point - self.center).normalized() for node in self.eye_corner_nodes]
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normal = vecs[0].cross(vecs[1])
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space_axis = self.axis - self.axis.project(normal)
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# Build a coordinate space with XY plane based on eye axis and two corners
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corner_axis = self.eye_corner_nodes[1].point - self.eye_corner_nodes[0].point
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matrix = matrix_from_axis_pair(space_axis, normal, 'z').to_4x4()
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matrix = matrix_from_axis_pair(self.axis, corner_axis, 'x').to_4x4()
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matrix.translation = self.center
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self.eye_corner_matrix = matrix.inverted()
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