Nice model, but the rig…
Well, I’m not a fan of the floating face controls. Since all the rigify generated buttons are in the N menu, why not have the face control sliders there as well? Even better, why not have the controls (or as many as possible) on the face?
Also, the rigify generated UI panel can be customised to be more user friendly…
class RigLayers(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Rig Layers"
bl_idname = rig_id + "_PT_rig_layers"
@classmethod
def poll(self, context):
try:
return (context.active_object.data.get("rig_id") == rig_id)
except (AttributeError, KeyError, TypeError):
return False
def draw(self, context):
layout = self.layout
col = layout.column()
row = col.row()
row.prop(context.active_object.data, 'layers', index=0, toggle=True, text='Body')
row = col.row()
row.prop(context.active_object.data, 'layers', index=2, toggle=True, text='Face / Head')
row = col.row()
row.prop(context.active_object.data, 'layers', index=4, toggle=True, text='Hands')
row = col.row()
row.prop(context.active_object.data, 'layers', index=5, toggle=True, text='Hands extra')
row = col.row()
row.prop(context.active_object.data, 'layers', index=6, toggle=True, text='L arm FK')
row = col.row()
row.prop(context.active_object.data, 'layers', index=7, toggle=True, text='L arm IK')
row = col.row()
row.prop(context.active_object.data, 'layers', index=8, toggle=True, text='R arm FK')
row = col.row()
row.prop(context.active_object.data, 'layers', index=9, toggle=True, text='R arm IK')
row = col.row()
row.prop(context.active_object.data, 'layers', index=10, toggle=True, text='L leg FK')
row = col.row()
row.prop(context.active_object.data, 'layers', index=11, toggle=True, text='L leg IK')
row = col.row()
row.prop(context.active_object.data, 'layers', index=12, toggle=True, text='R leg FK')
row = col.row()
row.prop(context.active_object.data, 'layers', index=13, toggle=True, text='R leg IK')
row = col.row()
row.prop(context.active_object.data, 'layers', index=28, toggle=True, text='Root')
BTW, the head and kneck control should be on the same layer as the body/spine controllers, not the face controllers. In terms of work flow, this grouping works better.
Also, I agree with the other posters that the ribcage control is too low at the moment. (I think it’s too low on the rigify’s default human meta rig as well.)
I know there’s a bit of debate on this, but I’m not a fan of the 2 controller spine rig. It’s way too limiting. For the Sintel rig, Nathan added an “extra” layer with 4 bones for the spine so that you can go in and tweak on a finer level. Unfortunately the rigify spine doesn’t have this. (I think a new rigify template is required… )
Anyway, back on topic…
Like I said, this is a cool model and a great start. Keep up the good work!