All of the 2.4 rigs I’ve tried are fundamentally broken with 2.5. Even the few rigs which claim to be 2.5 compatible don’t work.
Every rig I’ve tried to instance (link) is uneditable in Pose mode. If I edit the original rig file and unprotect the armature layers which hold the controls, I can now pose the instanced rig, but I have no idea what sort of undesirable side-effects might result from this.
Unfortunately, IK is just broken. 2.4 rigs only have working IK on the left side (yep, you read that right; I tried it on three different rigs before giving up; the biped, Jim, and Pantin). Even if you go into the original rig file and manipulate it in Pose mode, you still only get IK on the left side.
Which brings me to the 2.5 rigs; biped for 2.5, and Pantin_SVN. Still have to use the unprotect workaround, but now IK is even worse; it doesn’t work at all. In the original rig file, I can drag the IK manips all over the place with absolutely no effect on the rig.
P.S. I’ve tried numerous 2.5 builds from a0 right through to post-a1 SVN. And yes, I do know how to switch between IK and FK.
Rigs: Biped Pantin
the William Reynish “Jim” rig (can’t find a link)
Right, I figured out the protection flags thing (I’m only worried about possible negative side-effects with that); now I need to know why IK isn’t working, and how to fix it.
The biped 2.5 rig is expected to be broken right now. It was made before the driver system update, so I would expect its drivers to be broken.
2.5 is still alpha software.
I will update the biped 2.5 rig at some point (at the latest, just after the final 2.5 release).
As for the protected layers thing… this was a change that was also made after the biped rig. Protected layers now lock any of their data from being changed, including pose information. I don’t really have an opinion on it. I kind of see the proxy system as a hack anyway (at the moment… I’m sure it will be improved eventually, although it’s still not entirely clear what a truly good proxy system would look like), so I’m not too upset about any changes made to it.
Sorted. Edited the original biped rig in 2.5a1, unprotecting as needed, and fixing the IK by deleting and re-adding the drivers as needed. The Influence sliders were showing ‘0’ on the right side.
Did a little pose-to-pose test with the rig proxied; everything seems to work fine. In fact, the arms follow the shoulders in a very nice way when the torso is tipped, even with IK off. Nice rig.
Thanks for the replies; you guys got me motivated to muck around on my own
Thanks for all your hard work on this rig through the different versions. I have your Biped_Rig 25 working very nicely in 2.59. The old 3D view sliders were replaced with GUI Sliders. I made a simple script to link custom properties to the drivers and then to the GUI.
I’d like to offer it to the rest of the users but don’t have a way to post it. Are you interested in posting it? I don’t want to take the credit, I just fixed what Blender broke and made some enhancements* that I’d like to share. If you are too busy, is it OK If I post somewhere else with the proper credit of course. (Note the pic is my first walk cycle test, too easy, gotta love it! ). There are more complex rigs like BlenRig (love Niks mesh as you can see) which are gorgeous, but too complex for Unity. This rig is perfect for Unity. My first FBX Export from 2.59 worked perfectly in Unity 3.4.
Changed the Footroll to a simple driver version using sine/cosine
added finger controls
changed T-Pose to relaxed pose AKA Niks mesh.
got the hinges working, the 2.49 version had no hinges and added them to GUI
GUI Layer visibilty for FK - IK - Deformers and Root.
OK put it on Blendswap. First time posting a blend file, I hope you like it, use it and learn from it. I’ve be toying with Nathan’s rig for over a year in 2.49 and Unity 2.5. Now that I have a 2.59 rig, I can pretty much drop 2.49. I’m exited over finally giving something back to this huge community. I hope I didn’t step on anyways toes so to speak with Creative Common stuff. Let me know if I did I’m more than happy to correct it. Thanks Nathan, Patrick, JP, Wayne and The Internet/Google for making the impossible, possible.