http://www.miikahweb.com/feed.php MiikaHweb - Blender Commits By Cessen http://www.miikahweb.com/ MiikaHweb - Blender Commits By Cessen fi Tue, 21 Sep 21 02:12:22 +0000 MiikaHweb RSS contact at miikahweb.com <![CDATA[[f88f711] render25: ...]]> http://www.miikahweb.com/en/blender/git-logs/commit/f88f711a8db5c28ece11860c83b823c78e377157 f88f711
Branches : render25
Author : Nathan Vegdahl (cessen)
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Fix for the eyelid rig type. Vector(#, #, #) to Vector((#, #, #))

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Tue, 18 May 2010 13:46:56 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/f88f711a8db5c28ece11860c83b823c78e377157Nathan Vegdahl
<![CDATA[[dbcd83b] render25: Updated rigify scripts for minor driver api change.]]> http://www.miikahweb.com/en/blender/git-logs/commit/dbcd83bab1cd294f22a5f895419aee176885012d dbcd83b
Branches : render25
Author : Nathan Vegdahl (cessen)
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Updated rigify scripts for minor driver api change.

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Mon, 19 Apr 2010 15:20:33 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/dbcd83bab1cd294f22a5f895419aee176885012dNathan Vegdahl
<![CDATA[[387bb73] master: Change edge loop select and edge ring select to be consistent...]]> http://www.miikahweb.com/en/blender/git-logs/commit/387bb73e4343be164f167565cefebbee613cdb7b 387bb73
Branches : master
Author : Nathan Vegdahl (cessen)
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Change edge loop select and edge ring select to be consistent with
other selection operators. Instead of having only a single "extend"
option which causes the selection to toggle, there are now
three options:
- extend: adds to selection
- deselect: removes from selection
- toggle: toggles the selection

The default keymap is adjusted to have identical behavior as before,
using these new options, so end-users shouldn't experience any
difference.

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Wed, 21 Nov 2012 01:51:31 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/387bb73e4343be164f167565cefebbee613cdb7bNathan Vegdahl
<![CDATA[[19e1d05] master: Modifications to the view3d.select() operator:]]> http://www.miikahweb.com/en/blender/git-logs/commit/19e1d05461abafc32b5d952d5121f765f4208f94 19e1d05
Branches : master
Author : Nathan Vegdahl (cessen)
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Modifications to the view3d.select() operator:

1. Two new boolean options have been added to the operator: "deselect"
and "toggle".
2. The previous behavior of "extend" (toggling the selection) has
been moved to the "toggle" option.
3. "extend" now only extends the selection, it never deselects.
4. "deselect" is pretty self-explanatory: it deselects (i.e. opposite
of extend).
5. The built-in keymap has been changed to use "toggle" where
"extend" was used before for this operator, to maintain the
previous behavior in the default keymap.

In short, this works towards making "extend" and "deselect" fully
consistent across all selection tools (adding to and removing from
selection, respectively), but still preserves the old behavior
as well.

(Patch reviewed by Brecht.)

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Thu, 24 May 2012 21:05:27 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/19e1d05461abafc32b5d952d5121f765f4208f94Nathan Vegdahl
<![CDATA[[67dca22] master: Action constraint transform channel was listing X Scale as...]]> http://www.miikahweb.com/en/blender/git-logs/commit/67dca2275e0dbd399b72f13c23932d6c663aed75 67dca22
Branches : master
Author : Nathan Vegdahl (cessen)
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Action constraint transform channel was listing X Scale as Z Scale,
resulting in two Z Scale listings in the menu. Fixed.

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Tue, 31 Jan 2012 04:23:49 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/67dca2275e0dbd399b72f13c23932d6c663aed75Nathan Vegdahl
<![CDATA[[7e5ff01] master: Button for adding shape keys now creates shapes from base mesh...]]> http://www.miikahweb.com/en/blender/git-logs/commit/7e5ff01f4aada4b8e3f105ecf68b1ddbab7ccbf8 7e5ff01
Branches : master
Author : Nathan Vegdahl (cessen)
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Button for adding shape keys now creates shapes from base mesh instead of
from the current shape mix. The old behavior is still accessable from the
menu as "New Shape From Mix".

Checked with Sergey and Bassam that this is a good change. New users
expect the add shape button to simply add a new blank shape, and get
confused when that is not the case. It is also really easy to
accidentally have other shape information in a new shape when the
"from mix" behavior is default.

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Sat, 14 May 2011 20:23:05 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/7e5ff01f4aada4b8e3f105ecf68b1ddbab7ccbf8Nathan Vegdahl
<![CDATA[[ea20a27] master: Editbone length was still using "normalize()" instead of "normalized...]]> http://www.miikahweb.com/en/blender/git-logs/commit/ea20a2724047283bc5318087c791cdd216a7fb6f ea20a27
Branches : master
Author : Nathan Vegdahl (cessen)
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Editbone length was still using "normalize()" instead of "normalized()"
for setting length, which was thus failing and erroring out.

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Mon, 21 Feb 2011 20:26:37 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/ea20a2724047283bc5318087c791cdd216a7fb6fNathan Vegdahl
<![CDATA[[30b4fa2] master: Removed old rigify code, as it is starting to interfere with...]]> http://www.miikahweb.com/en/blender/git-logs/commit/30b4fa2aa839e7dba72d6d913fd0bff5cc816e43 30b4fa2
Branches : master
Author : Nathan Vegdahl (cessen)
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Removed old rigify code, as it is starting to interfere with the newer Rigify addon.
The newer addon currently resides here: bzr://bzr.cessen.com/rigify
But will eventually be included in svn.

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Tue, 26 Oct 2010 05:07:09 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/30b4fa2aa839e7dba72d6d913fd0bff5cc816e43Nathan Vegdahl
<![CDATA[[54b12df] master: Added tongue and neck rigs. The neck rig is quite solid, I...]]> http://www.miikahweb.com/en/blender/git-logs/commit/54b12df3bcd83e22fa187503cc2791fff2e2ef88 54b12df
Branches : master
Author : Nathan Vegdahl (cessen)
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Added tongue and neck rigs. The neck rig is quite solid, I think, and is working well in production on Durian. The tongue rig is a bit hacky, but I'm adding it for now since we're using it in Durian.
Also added pupil dilation to the eye rig type, and made the finger rig type work with two-digit fingers.

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Wed, 07 Apr 2010 14:46:06 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/54b12df3bcd83e22fa187503cc2791fff2e2ef88Nathan Vegdahl
<![CDATA[[2b9740b] master: Made a more generic rig type for giving animators direct control...]]> http://www.miikahweb.com/en/blender/git-logs/commit/2b9740bc3b6f1a808e49882911fdd434e090318d 2b9740b
Branches : master
Author : Nathan Vegdahl (cessen)
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Made a more generic rig type for giving animators direct control over shape keys. With this rig type you can attach shape keys both to the transforms of the bone and any number custom properties on the bone.

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Mon, 22 Feb 2010 18:07:16 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/2b9740bc3b6f1a808e49882911fdd434e090318dNathan Vegdahl
<![CDATA[[2765495] master: Rigify:]]> http://www.miikahweb.com/en/blender/git-logs/commit/27654953b1c6693f47f2edb56de1976b9a28bf3a 2765495
Branches : master
Author : Nathan Vegdahl (cessen)
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Rigify:
Added a tail control rig.
For now, you have to manually hook the resulting controls up to a separate spline IK rig that you make by hand. Perhaps this can be automated in the future.
For anyone using this: keep in mind that you need separate armatures for the tail deformation bones and tail control bones. Otherwise you create a cyclic dependency like so:
tail deform bones <- spline object <- tail control bones

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Mon, 15 Feb 2010 16:46:24 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/27654953b1c6693f47f2edb56de1976b9a28bf3aNathan Vegdahl
<![CDATA[[fb728ad] master: Eh... stupid me. Left a duplicate main function in the rig...]]> http://www.miikahweb.com/en/blender/git-logs/commit/fb728addd2c0b7f89f8fb9d593cf1f1af8caf218 fb728ad
Branches : master
Author : Nathan Vegdahl (cessen)
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Eh... stupid me. Left a duplicate main function in the rig type.
(Tail between legs, walks away shamefully.)

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Wed, 03 Feb 2010 15:44:19 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/fb728addd2c0b7f89f8fb9d593cf1f1af8caf218Nathan Vegdahl
<![CDATA[[11ce6eb] master: Added a new rig type "shape_key_transforms" that drives shape...]]> http://www.miikahweb.com/en/blender/git-logs/commit/11ce6eb4d46ac99adab073047d041b8bf104967b 11ce6eb
Branches : master
Author : Nathan Vegdahl (cessen)
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Added a new rig type "shape_key_transforms" that drives shape keys based on the local transforms of a single bone. Quite useful in a variety of situations.

Required options:
mesh: name of mesh object(s) to add/get shapekeys to/from
(if multiple objects, make a comma-separated list)
Optional options:
loc_<x/y/z>: name of the shape key to tie to translation of the bone
loc_<x/y/z>_fac: default multiplier of the bone influence on the shape key
rot_<x/y/z>: name of the shape key to tie to rotation of the bone
rot_<x/y/z>_fac: default multiplier of the bone influence on the shape key
scale_<x/y/z>: name of the shape key to tie to scale of the bone
scale_<x/y/z>_fac: default multiplier of the bone influence on the shape key

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Wed, 03 Feb 2010 15:40:56 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/11ce6eb4d46ac99adab073047d041b8bf104967bNathan Vegdahl
<![CDATA[[21f1625] master: Updates to mouth rig. Old method didn't work well in combination...]]> http://www.miikahweb.com/en/blender/git-logs/commit/21f1625fd537ea439e464e1d2cbd12ad770526ee 21f1625
Branches : master
Author : Nathan Vegdahl (cessen)
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Updates to mouth rig. Old method didn't work well in combination with shape keys. This new method (effectively just weighting directly to the lip control bones) is much simpler, but also requires more manual weight painting to get it to look right.

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Tue, 02 Feb 2010 17:57:12 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/21f1625fd537ea439e464e1d2cbd12ad770526eeNathan Vegdahl
<![CDATA[[fb8d6b9] master: Rigify:]]> http://www.miikahweb.com/en/blender/git-logs/commit/fb8d6b9f7a469e82762efd408746af3a20453356 fb8d6b9
Branches : master
Author : Nathan Vegdahl (cessen)
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Rigify:
- Removed control-shape deformation bones from the spine rig (no longer necessary thanks to the new "custom shape at" feature).
- Various improvements to the mouth rig, including a corrective shape key for mouth-open.
- The new method of generating into the same armature object every time wasn't copying pose bone data in the process, such as rotation mode and transform locks.

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Tue, 26 Jan 2010 11:17:41 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/fb8d6b9f7a469e82762efd408746af3a20453356Nathan Vegdahl
<![CDATA[[ede3f02] master: Rigify now generates the rig into the same armature every time...]]> http://www.miikahweb.com/en/blender/git-logs/commit/ede3f0285d351923ee337ecc4b79d04afd745df2 ede3f02
Branches : master
Author : Nathan Vegdahl (cessen)
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Rigify now generates the rig into the same armature every time, so you don't have to re-hook-up things like armature modifiers, parenting, etc.

By default the generated rig object is named "rig". But you can add a custom "rig_object_name" property to the metarig to specify the name of the object to generate into.

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Mon, 25 Jan 2010 14:19:12 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/ede3f0285d351923ee337ecc4b79d04afd745df2Nathan Vegdahl
<![CDATA[[c54d54e] master: Rigify:]]> http://www.miikahweb.com/en/blender/git-logs/commit/c54d54e8aeb386fd8f5cbd61d62fb5a490bb6ea8 c54d54e
Branches : master
Author : Nathan Vegdahl (cessen)
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Rigify:
- Added two driven-shape-key rig types that create and drive shape keys on a mesh/meshes based on the distance or rotation difference between two bones.
- Fixed bug in finger curl rig type where secondary finger controls were not created. Finger type can also now (optionally) have a hinge switch (useful when using it for wings).
- Changed the blending system in rigify_utils to use copy_transforms constraints instead of copy_loc+copy_rot.
- Finished the quadruped leg type. Now has both ik and fk control and ik/fk switching. Also uses a rotating bone to control the knee direction instead of a pole target (seems to work more consistently for quadruped setups). There's still one annoying bug regarding foot roll, but it's not blocking. I'll track it down later.
- Mouth rig now creates corrective shape keys on the face mesh for dealing with mouth corners when they spread open.
- Biped arm and leg types now cause mesh to scale when you scale the fk controls.
- Misc improvements to the rig types.

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Tue, 19 Jan 2010 19:07:09 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/c54d54e8aeb386fd8f5cbd61d62fb5a490bb6ea8Nathan Vegdahl
<![CDATA[[40fb298] master: Added eyeball and eyelid rig types to rigify.]]> http://www.miikahweb.com/en/blender/git-logs/commit/40fb29862ea06794d27378aaf64638d8c1f72121 40fb298
Branches : master
Author : Nathan Vegdahl (cessen)
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Added eyeball and eyelid rig types to rigify.
(First commit! Let's hope this works!)

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Tue, 19 Jan 2010 18:52:45 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/40fb29862ea06794d27378aaf64638d8c1f72121Nathan Vegdahl