Rigify Multiple issues

Issue #620 closed
Mesus created an issue

Hi there, Rigify has multiple issues, first the poles of the legs are inverted when you activate the poles in IK mode.

Another issue is when you append a character with rigify rig into another scene, i found a stretch constraint on all of the leg bones !? i don’t know if it's intended to be that way.

Thank you for this awesome addon

Comments (16)

  1. Joe Fix

    I have the same stretch constraint issue when I rigify with the “IK Fix” checkbox checked. It doesn’t occur when I set the IK optimized pose before converting to rigify and leave the box unchecked.

  2. Alessandro Padovani

    Rotation limits on the legs, that’s the “ik fix“ option, are intended to replace the “ik optimized pose“ that’s not compatible with daz poses and jcms. See #498.

    As for ik stretch that’s a personal choice and you can turn it on off in the rigify panel as you wish. I prefer it on because this way the hands and feet don’t move unless I want them to.

    As for “inverted poles” I’m not sure what you mean. They seem fine here.

  3. Mesus reporter

    ok so if i understand correctly rigify is not compatible with jcms and poses no? if i’m wrong can someone explain to me please how to get rigify with poses without breaking

    The poles look fine here because i fixed them, if you don’t hit the button optimize pose for ik they will be inverted.

  4. Alessandro Padovani

    you do not have to optimize pose for ik, just use the ik fix, this way rigify will be compatible with daz poses and jcms

  5. Joe Fix

    Thanks Alessandro, but how do you get rid of the IK “squish” (not stretch)? I dial down the IK stretch to zero but the leg still squishes rather then bends when I raise the foot.

  6. Сергей Павлович

    I have the same issue, can you advise me what I need to do for fix this problem with broken bones? this “gears and arrows” for some reason do not rotate so freely. PS I cant find “fix IK” option. I need 1.6 version of diffeomorphic? and I need to reload my character from scratch for fix it?

  7. engetudouiti

    Do not remember about 1.5 clear, but at least about the rig fy pole option (it is relatively new rigi-fy option for pole roation which announced with 2.8 then this importer not touch it, auto generated along with meta-rig ), you should not rotate with X or Z . but only twist with local Y axis . I think rig fy auto lock them to only rotate with Y axis. (if not maybe add on option change it too without intention, kind of small bug?)

    At first, you may better to change your orientation setting from global to local . like this so rotation widgt may show each local axis rotation. (though I may simply use short cut to rotate along with each axis)

    then you use it only rotate along with Y axis.

    The rigi fy gear (mhx key widgt) is one option to control IK chain twist (so you do not need to move around, pole mesh (translate in 3d world to twist IK chain ) but only rotate Ik chain bones by one property value. = you need not add un-necessary key (x, y, z positon value) but can use clear Y rotation value, (-180 to 180 range basically) to set IK chain angle. So to use it or not is free. you may choose as you need 2 options.

    but as for me, use the gear may not show , hard problem like cross pole target (OP main issue, and I know it happen, and untill user manually adjsut or add on auto set rest pose perfectly fit for rig-fy, we can not avoid it)

    it is because to rigi fy set IK chain (and auto generate) it need to keep IK chain along with blender z axis. (so open stance with foot angle rest pose should be difficult to generate good rig-fy rig , without cross pole target)

    There should be limitation to convert DAZ rig to Rigi fy, because, we need to set DAZ rig pose and bake as ideal rest pose for Rigi-fy. = it effect jcm deform.

    and most of convert process is not by this add on but rigi-fy matter. So even though you have some new idea, it need to report and request blender side. (Thomas can only edit, how generate meta-rig, but conversion process is perfectly rig-fy matter.

    MHX is Thomas rig, so if someone find good way, (and if it work reasnable), Thomas can adapt it easy. Though MHX not offer edit meta-rig system, but it can be more adjustable by user request.

  8. Сергей Павлович

    Hi @Joe Fix thanks for the video, but I can’t understand why I haven`t "Rig main properties" panel and "Rig Layers" in "Item" even in pose mode when I select one of rigify components?

  9. jeroen b

    Hi Сергей,

    If you do not see the Rigify UI, it is likely that the text-block “rig.ui-py” is missing in your blend-file, for whatever reason this glitch with the Rigify addon can sometimes happen.

    (I posted a bug-report about this; https://developer.blender.org/T89287)

    You can fix it by appending from a blend-file where the Rigify UI is showing up correctly and select click “Text” and select “rig.ui-py” and “append”, then save the file.

  10. Joe Fix

    Question for all of you: suppose I want to use Diffeomorphic to convert the rig to Rigify, but I also want to use Rigify’s face rig (and not the Daz bones)… what’s the best workflow to achieve this? I want to make sure I retain the original vertex groups and weights for the body. If i use the traditional “parent with automatic weights”, I will lose the Daz weights. Thanks!!

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