makehuman-plugin-for-blender
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The added IK Rig exponentially increases in size if you + - + - + the IK rig button
Steps:
Import a model with skeleton (i used default no toes)
Press the IK Rig + button
Press the IK Rig - button it is removed
Press the IK Rig + button again
Press the IK Rig - button it is removed
Press the IK Rig + button again
Thank you for your continuing work
Well that certainly doesn't look optimal. :-)
I do not think anything can be done about this. The function does not set the size, but rather scales. Multiple scales are cumulative. My experience is that they should be thinner & thinner though.
On Mon, Jan 4, 2021 at 8:26 AM Joel Palmius [email protected] wrote:
Well that certainly doesn't look optimal. :-)
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Oh. That is unfortunate. Ok. Thanks for the information and the continued hard work you all put into this project :)
On Tue, Jan 5, 2021 at 9:22 AM Jeff Palmer [email protected] wrote:
I do not think anything can be done about this. The function does not set the size, but rather scales. Multiple scales are cumulative. My experience is that they should be thinner & thinner though.
On Mon, Jan 4, 2021 at 8:26 AM Joel Palmius [email protected] wrote:
Well that certainly doesn't look optimal. :-)
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The function does not set the size, but rather scales. Multiple scales are cumulative.
This absolutely does not make any sense. Adding and removing an ik-rig should not change scales, size or anything similar. That's definitely a bug in an urgent need to be fixed. To be honest the rigging stuff is one of the main reasons why I'm still using mhx...
This just something mostly cosmetic in the viewport display called bbone
Other types are octahedral, stick, envelope, & wire.. The load code sets it to stick or wire. Why I decided to change to this is the bones you grab surround other bones, using bbone allows the size of the display of the bones to change on a bone-by-bone basis.
To do it by UI, goto Pose mode, select bones, and scale BBone. There is not an actual api call, but one of those Blender ops macro types
The code in ikrig.py is:
# make all regular bone slightly smaller, so IK's fit around
unitMult = 0.1 * self.rigInfo.unitMultplierToExported()
val = 0.6 * unitMult
bpy.ops.transform.transform(mode='BONE_SIZE', value=(val, val, val, 0))
As I said earlier, mine go progressively smaller not larger. I export in meters. Have not played with this since 2.79, other than to make sure it ran in 2.80. Back then, I also tried to reverse it when removing IK, so that if you turned it back on you would get the same result, but did not take.
You can always adjust it down yourself, but that is somehow not an absolute number, or it would always be the same no matter how many times it was done.
Thanks for the functional work around.
On Mon, Jan 11, 2021 at 1:20 PM Jeff Palmer [email protected] wrote:
This just something mostly cosmetic in the viewport display called bbone [image: bbone] https://user-images.githubusercontent.com/7916131/104237149-a2fdd780-5425-11eb-92f9-00e5cade1790.PNG
Other types are octahedral, stick, envelope, & wire.. The load code sets it to stick or wire. Why I decided to change to this is the bones you grab surround other bones, using bbone allows the size of the display of the bones to change on a bone-by-bone basis.
To do it by UI, goto Pose mode, select bones, and scale BBone. There is not an actual api call, but one of those Blender ops macro types [image: BonescalePNG] https://user-images.githubusercontent.com/7916131/104238058-09372a00-5427-11eb-9e10-7c3d4dccfe04.PNG
The code in ikrig.py is:
make all regular bone slightly smaller, so IK's fit aroundunitMult = 0.1 * self.rigInfo.unitMultplierToExported()val = 0.6 * unitMultbpy.ops.transform.transform(mode='BONE_SIZE', value=(val, val, val, 0))
As I said earlier, mine go progressively smaller not larger. I export in meters. Have not played with this since 2.79, other than to make sure it ran in 2.80. Back then, I also tried to reverse it when removing IK, so that if you turned it back on you would get the same result, but did not take.
You can always adjust it down yourself, but that is somehow not an absolute number, or it would always be the same no matter how many times it was done.
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