arm_pose = set_rest_pose(arm) springbones.realign_spring_bones_axis(chr_cache, arm) @@ -1576,7 +1576,7 @@ def grease_pencil_to_bones(chr_cache, arm, parent_mode, bone_length = 0.05, bpy.ops.wm.tool_set_by_id(name="builtin.select_box") #mode_selection = utils.store_mode_sele...
Because not all animations contain the same tracks, it’s important to reset the pose that you are sampling any time the animation that you are sampling switches. This ensures that the reference transform is always correct. To reset the pose, assign it to be the same as the rest pose 本...
# make another copy of the armature and clear the pose arm_rest = utils.duplicate_object(arm) Expand Down Expand Up @@ -1359,10 +1359,10 @@ def transfer_skin_weights(chr_cache, objects): utils.set_active_object(arm) bpy.ops.object.parent_set(type="OBJECT", keep_transform=True) # ...
Though you can see the problem right away: this has changed settingsindividually for the bodyand nothing else. So right now the body part is different from the rest and if I want everything to match, I need toindividually go through partsand make the same changes. Thankfully, it isnot t...
Navigation: As the 'live view' beta feature but this time ported to the new system as the rest. Still the beta feature is recommended, especially for sculpting as it is a must. v.2.0 BETA 1 (A REWRITE of the silhouette addon!!!) Stability and better performance are the key features...
armature_object.data.pose_position = 'REST' scale = bpy.context.object.scale size = bpy.context.object.dimensions[2] bpy.ops.object.mode_set(mode='OBJECT') bpy.ops.object.select_all(action='DESELECT') bpy.ops.object.add(type='MESH', enter_editmode=False, location=origin) #...
In a more elaborate rig for a character, normally there is an option to switch between both modes, even for individual body parts (the legs can be IK, the rest FK for example. Or the arms can be IK and the rest FK, like when a character is hanging on something by their hands. ...
restBone = restPoseEdit[boneName] rp = Vector(restBone["position"]) bp = Vector(bone["position"]) poseBone = amt_obj.pose.bones[boneName] normalBone = amt_data.bones[boneName] quaRest = Matrix.Rotation(restBone["angle"], 3, restBone["rotation"]).to_quaternion() ...
This is parented to the body object and hidden by default The rigged tongue doesn't use shapekeys like the rest of the face does Shapekeys are more accurate than before! The heart and sparkle Eye overlays are now exported Eyewhite shapekeys are fixed on the exporter-side now! This mean...
If enabled, current model pose will be treated as its rest pose. Useful for importing T-pose based motion to A-pose based model, etc. Mirror Motion If enabled, the motion will be imported by using X-Axis mirror. Update Scene Settings ...