G81 FACS rig issues

Issue #1960 resolved
Alessandro Padovani created an issue

Commit 1.7.4.2039, blender 4.0.2 and 3.6.9

bug. widgets layer. With easy import the “widgets” layer is hidden by default, so the G81 FACS rig is not visible unless the user makes it. This affects both blender 3 and 4. Works fine with manual import.

steps:

  1. in daz studio load G81 with the FACS rig
  2. easy import in blender with facs, the FACS rig is hidden in the “widgets” layer

bug. rigify. Also, when we convert to rigify, the FACS rig is hidden again in the “custom“ layer, if we make it visible both the widgets and the bones are visible, while we want the widgets only. Plus the “custom” layer is not added to the rigify panel. This bug only affects rigify while MHX works fine.

note. When the FACS rig is used we probably want it in the “face” layer instead of the standard controls. Makes little sense to have both since they serve the same function. This affects both rigify and MHX.

Comments (8)

  1. Thomas Larsson repo owner

    Most things should be fixed now, except that the custom layer is not added to the rigify controls. Note that the bones without custom shapes are gone.

  2. Alessandro Padovani reporter

    Commit d83e9f0 works as intended for the fixed issues, thank you.

    Again, when there’s the facs rig, we may want the facs controls in the face layer instead of the standard controls, since they do the same thing. For example the eyes control and the gaze control are the same. Having both makes little sense. Let us know what you think, or if there’s any reason not to, so we close as resolved.

  3. Thomas Larsson repo owner

    The buttons in the items tab are not real operators, but the “is_visible” attribute of the bone collections. The tooltips that appear if you hover over the buttons reveal that. Since we cannot (easily) move bones between collections, all bones in the collection are either visible or not, so the face bones and the widgets must belong to different collections.

    As for adding collections to the UI, that is done in Blender 3.x in a hackish way that Engetu came up with long ago. This doesn’t work in Blender 4. The clean way seems to be to add a custom “rig_ui.py” file, but I haven’t figured out how it should look, or if the same file would work both for B3 and B4 (probably not).

  4. Alessandro Padovani reporter

    I’m not sure to follow or I don’t understand what you mean. We can easily move bones among collections and create/delete collections using the operators, from the tooltip we know the python name as usual, for example “bpy.ops.armature.collection_assign()”. Below an example where I assigned the facs controls to the face collection, that’s what I’m talking about.

    Let me know.

    steps:

    1. select all bones in the “face” collection and remove
    2. create a “hidden” collection and assign the face bones there
    3. select all bones from the “custom” collection, remove, then assign to “face” collection

  5. Thomas Larsson repo owner

    Now the Custom collection appears in the Rigify UI. The display information is stored in the bone collections in Blender 4. Clean and simple.

  6. Alessandro Padovani reporter

    Commit 7427fe7 works fine as intended, thank you for the fast fix.

    Again, it would be better to have the facs controls in the face collection as explained above. The original controls in the face collection are not necessary if there’s facs controls. Let me know, or if you like it this way we can close as resolved.

  7. Thomas Larsson repo owner

    So you suggest that the face bones should belong to the face (primary) collection if there are no widget bones, but if there are widgets in the face collection the face bones should be assigned to some other collection. This sounds both complicated and error-prone, and confusing for the user too. So no, I won’t go down that path.

  8. Log in to comment