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UE to Rigify - Metarig's `rigify_finalize_script` is ignored
- Addon: UE to Rigify
- Steps to Reproduce the Problem:
- Open the "Scripting" workspace and create a test Python script that does something observable, like
printto the System Console - Create a new armature with a single bone (just need a dummy "Source" rig)
- Create a new UE to Rigify template from the new armature (may also be reproducible with an existing template — haven't tested that)
- Set the "Mode" selector to "Edit Metarig"
- In the "Object Data Properties" (armature) tab, expand the "Rigify" section. In the "Run Script" field, select the test script created in step 1.
- In the "UE to Rigify Toolkit" N-panel, press "Save Metarig"
- Switch to "Control" mode
- Observe that the test script assigned to the "Run Script" field was not executed
- Switch to "Edit Metarig" mode
- Expend the "Rigify" section of the "Object Data Properties" tab. Observe that the "Run Script" field is empty.
- Error Log: N/A
- OS: Windows 11
- Addon Version: UE to Rigify 1.6.2
- Blender Version: Blender 3.6.4
- Unreal Version: N/A
I have kind of a difficult source rig that I'm trying to shoehorn a Rigify control rig onto. UE to Rigify gets me 90% of the way there, but there are a handful of operations I need to do after the Rigify rig is generated to get it working the way I want. I was hoping I'd be able to attach a custom script to the metarig's "Run Script" field (the Python property is called rigify_finalize_script), but it seems that UE to Rigify is ignoring that field.
I can still make it work by manually executing the script after switching to Control mode, but that's not really an ideal workflow. (For example, if I forget to do it before I start posing the control rig, I may need to backtrack and lose some work in the process.)
I recognize that supporting custom finalization scripts in custom templates is potentially problematic, because it's adding a dependency to some data that's local to the file where the template was created — I'm not really a Blender expert and I'm not familiar with the implementation details of this addon, so I'm not sure if there's a good solution to that.
@dannymcgee
any news on this?