Alexander Gavrilov

Results 16 comments of Alexander Gavrilov

With the switch to the new Rigify face in #41, I think this should be fixed by default. The workaround option still exists, but is off by default, and possibly...

It seems the generate panel actually works. The thing that's broken is the load rigify layers button in the developer panel.

Cloth simulation is something that needs to be set up by the asset creator. It is in a way a different type of rigging. You need to support storing simulation...

@joepal1976 You should abandon the operator based hackery and use `object.modifiers.move`. Also, because of bone collections there would have to be a 4.0 branch with the minimum required version set...

I'd avoid using blender 4 for critical things for a bit yet. For example, on the topic of bone collections, currently they are broken by armature edit mode undo (fix...

@joepal1976 Are you planning on merges from the 3.6 to the 4.0 branch? At the start of the year I added [a couple of operators](https://github.com/angavrilov/mpfb2/commits/targets) for freely exporting and importing...

> The inputs property is indeed gone from the NodeTree base class. I have yet to find any form of hint on what to use instead. I would imagine, https://docs.blender.org/api/dev/bpy.types.NodeTree.html#bpy.types.NodeTree.interface

@joepal1976 um, I already mentioned where to look. And there is no way it can be compatible both with 3.6 and 4.0 because the node and node group interface was...

@joepal1976 I've been wanting to look into polishing up the targets a bit for a while, so I want to ask what degree of backward incompatible changes to the core...

@joepal1976 While thinking about this, I had an idea of an option to support real-time asset fitting via geometry nodes. I think it is doable by storing the fitting data...