Stretchieness off as default

Issue #1094 resolved
AnonymousBlender created an issue

When you convert to an MHX rig, stretch for the Arms and legs is on by default. Not really a huge deal by any means, but considering the nature of the models that come from Daz, Realistic vs/not stylized, perhaps have it default to off in the conversion?
I’m used to messing with this stuff in Maya so it only took me a little while to dig through the menus in the MHX runtime plugin to find the option and turn it off. However, while it’s not exactly advanced but also is not exactly something a novice would think of either. Typically on the rigs I’m used to dealing with, Strech and squash would be separate controls on the rig altogether with them defaulted to off, or a zero value. When I was taught rigging I was taught to make things as idiot-proof as possible. Not because animators are idiots, but because it typically falls in line with intuitive expectations at a glance. When you grab a toy figure by the hand you don't expect it to stretch like that. unless it’s Stretch Armstrong…. and I probably just dated myself but you get the idea. As well in Daz the stretching behavior isn’t there either unless you go out of your way to do it. Also not saying it should not be there, but since it’s not typical behavior in Daz perhaps set it to off by default? OR! Add it as a choice in the convert dialog box that pops up?

Simply put I can see how this could confuse the crap out of someone who doesn't know what they are looking at, or be a bit frustrating. So, maybe it would be good to have it set to off by default. Also, I’d say do the same for Rigify if it’s there. I don't like the Rigify Rig so I don't know personally. I prefer the MHX rig as it’s more in line with a typical rig I’m used to dealing with. Just a thought that could improve usability.

Comments (7)

  1. Alessandro Padovani

    I agree strech off is more intuitive to newbies, both for mhx and rigify. So this could be the default.

    But when you animate you want stretch on. Because it’s the only way to ensure the pole targets (hands and feet for example) will stay in place. Otherwise with stretch off feet may move depending how you play with the other controls. It is better a little stretch than a a foot that moves when it shouldn’t. This issue doesn’t arise for posing though, for a single pose it's not that important to control the pole targets, but it is essential for animation.

  2. Midnight Arrow

    I brought this up for Rigify. Thomas said he didn’t want to change the default.

    For MHX he's reimplementing stretchiness with constraints with 0-1 influence sliders, so it would be very possible to change the toggle to a slider.

  3. Thomas Larsson repo owner

    Actually the influence is not affect at all, the buttons toggle the mute property (the eye icon). I don’t think you need intermediate values of stretchiness.

  4. Midnight Arrow

    Controlling the influence is I think the “preferred” way to do it. You may need to switch it on and off during animation. Keyframing an influence slider will go smoother than a boolean, that may cause popping as the rig suddenly switches.

  5. Thomas Larsson repo owner

    I changed the hinge and stretch properties to affect influence rather than muting. Since they are now float properties the id properties can be display as sliders, and so the properties are animatable. I will look at the other mhx controls sometime next week.

  6. Thomas Larsson repo owner

    MHX stretchiness is turned off by default in the last commit. Rigify is what it is.

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