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Releases: catprisbrey/Rigodotify

Rigodotify v1.1.1 - Reparent Bones!

17 Jan 20:50
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Thanks to the suggestion and code contributed by @zombyra in issue #6, we now can carry over bones parented to the metarig to the Final Godot Rig. For example earings, ponytail hair bones, tail bones, extra arms, etc. So spin up a the Rig of your choice, add more Rigify sample bones, and parent them to whatever bones you like and convert the rig for Godot/Unity, etc.

WARNING: Not all Rigifiy sample sets work great. Some are very particular about their setup and may need some finessing. Some are simply fussier than others. For example, the super face. Upgrade the face first, then parent the upgraded face bone to the core Metarig and THEN Convert to Godot. It should convert fine, and still be parented to whatever bone you parented it to on the core metarig.

Exciting stuff.

Also, per several complaints of the base Rigify/Mixamo proportioned bodies having too much ape index (long arms and hands), there is now a Godot Rig for a "Natural Human", which has a more typical proportion. Shorter hands, fingers and shins, higher pelvis, with thigh set at it's base (slightly ignoring what Rigify's documentation shows) i find gives better butt/leg deformations. Etc. Many small changes. Hope you find it useful.

Rigodotify v1.1.0 - Animal style!

04 Apr 23:08
e303103
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Early build but appears functional, we officially move up a version step.

New basic animal skeletons have been added for canidea, felidea, and equidea animal shapes. They're simplified bodies with a game dev focus as usual, based around the Rigify animal silhouettes. I'm open to issue requests for any core issues or feature additions. Happy animating.

Screenshot_20240404_160912

Maintenance Update 1.0.6

19 Mar 03:57
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Hands and feet IKstetch now sets to 0.0 when first converted to a Godot rig. Call me crazy but i think bones stretching beyond the length of their bones and physical allowance should NOT be the default for a rig. This small change now keeps limbs at their original size while animating unless IK stretch is raised from 0.0 to 1.0 in the Rig Main Properties.

Maintenance Update 1.0.5

15 Mar 19:44
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Similar constraint issues that the breasts had when converting the rig where present in the shoulders as well. Coded in the addition of the new constraints to match the shoulder.L and shoulder.R control nodes. Shoulders should now deform correctly. Great work from community the community on this one, specifically @jogly for his screenshots and clarity sharing the details of the issue.

Aside from this patch, no other changes have been made to the code, feature set rigs, or usage.

Maintenance Update 1.0.4

14 Feb 19:57
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Fixed the pending issues if breast, eye, jaw deforms not working after generating the Godot/Unity rig.

Some quality of life fixes as well such as hiding the (mostly) unused tweak and IK/FK bones when the new rig is generated, clearing the view to just see the most important control bones for animation.

Maintenance Update 1.0.3

13 Feb 23:10
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Fixed issue where hand/finger parenting issue.

Feature Update v1.0.2

14 Dec 23:37
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Added more metarig options:

  • Basic Human (2 fingers) - For 'mitten' hands
  • Basic Human (3 fingers) - For mittens with separate trigger fingers
  • Human - Eyes, jaw, breast bones, and all 5 fingers
  • Replaced face bones with super_copy bones for better stock deforms

Additionally fixed a crashes when modifying the metarig before generation, as well as a few issues of breast bones, thumb etc, not parenting properly in plugin.

Initial Release v1.0.0

12 Dec 16:17
38cf28f
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Built in Blender 4, for Godot 4.2.

First build, a standard Godot Skeleton, all finger bones, face. Extra chest bones still present.