Rigify Feet are Broken
v1.6.1.0947
Even with IK Stretch disabled, the toes – and only the toes – still attempt to follow the handle.
Comments (17)
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repo owner -
daz studio 4.15.0.30, blender 3.1.2, diffeomorphic 1.6.2.0953
As for the squared shape that’s probably simplify with subd off. I can confirm the issue.
steps:
- import g8f, merge rigs, make bones posable
- convert to rigify
- select the left foot ik handle, turn off ik stretch, pose the ik handle
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repo owner This seems to be an issue with Rigify. Here is what I get when I start from the default metarig:
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reporter It works as expected in 3.0 (early December), so a recent commit must’ve broken it. Here’s the list of candidates:
I don’t have a Blender account so I can’t write a bug report. I guess until they fix it we’ll just have to use 3.0 for Rigify character exporting, unless Thomas can find a way to fix it while creating the rig?
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There is already a bug report for that: https://developer.blender.org/T96748
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As a side note, the HD addon by Xin works only in 3.0 right now, so as a general approach using 3.0 is better for diffeomorphic. See
#814.This is the hell of a bug though for animation in blender they should pull a fix asap.
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reporter Should I keep this open while we wait for it to be fixed in Blender?
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Yes please so we’re aware.
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update. SOLUTION.
There’s a workaround by Alexander. It seems 3.1 changes some rigify functionality and we can get back the old one with this workaround.
https://developer.blender.org/T96748
Sorry, I was preoccupied with other things and didn't notice this report. I'll fix it, but the immediate workaround is to disable the Separate IK Toe option on the legs in the metarig, which will revert the generated rig to the pre-3.1 structure and behavior.
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repo owner The option is disabled in the last commit.
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Commit a82b509 works fine here. If Midnight has nothing to add we may mark as resolved.
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reporter I think it should stay open until the issue is fixed in the next corrective release. Wouldn’t we want Toe IK as an option for future versions?
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Issue
#1005was marked as a duplicate of this issue. -
update.
The issue is fixed now in blender 3.3. We can check “separate ik toe” and get the new rigify funcionalities. Or have an option for “separate ik toe” as Midnight suggests.
https://developer.blender.org/T96748
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repo owner Option added in latest commit. By default it is enabled if the blender version >= 3.3.0.
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Commit 0e43e18 works as intended.
But in my opinion the option should only be available for blender 3.3 and above, since it doesn’t work otherwise. Or a warning should be placed in the tooltip that it doesn’t work for blender < 3.3. Then if @Midnight has nothing to add we may mark as resolved.
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- changed status to resolved
Commit 4ef0198 works fine.
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I don’t have any problems with G8F and Blender 3.1. But there is some difference because my IK handle isn’t rounded.