mpfb2
mpfb2 copied to clipboard
Converting "Game base" rig to Rigify results in twisted foot
Steps to reproduce:
- Create human from scratch
- Add standard "Game engine" rig
- Convert to rigify (with produce enabled)
Control foot_tweak_l.001
appears to be rotated by 90 degrees for some reason.
UPD: MPFB version from latest commit on master branch, Blender 3.1
After some research i figured out that, the issue seems to be in rigify itself. This project, however, can have a workaround. There are several options.
The simplest
Apply rest pose as current pose, as a final step of generation. For some reason current and rest pose have difference, and the rest pose doesn't have issues.
More correct solution
I suggest using limbs.leg
instead of limbs.paw
when generating rigify metadata.
It generates different deformation bones, and the issue is not relevant anymore
(the first (closest) leg is
limbs.paw
, the second is limbs.leg
)
Also it has more convenient IK controls, for leg animation.
Rigify requires additional heel bone, for IK control placement, it can be generated dynamically. If this solution is OK for the project, i guess i can implement it and make a PR.
Thank you for the suggestion.
As far as possible, MPFB2 should handle these kind of issues. So I'm putting it on the to do list.
For reference, how it looks before change:
After fix:
Hi,
I'm currently using Blender 3.3 and version 2.0.1 of the MakeHuman Plugin for Blender.
I downloaded and installed this version of Blender and MPFB last night.
Issue still persists.
Applying as rest pose does fix the issue.
The 2.0.1 stamp in the preferences is a misnomer, it's actually 2.0-alpha1. Alpha 1 was released in march, ie four months before the issue was fixed.
Can you try downloading the latest build from https://download.tuxfamily.org/makehuman/plugins/ and see if this fixes the issue for you?
Hey @joepal1976,
Thank's heaps for your assistance. I thought I was downloading the latest version but clearly not - they just had similar names.
Appreciate the assistance.
Mike