Any new updates for this?
Also, how do you bring up the little control window like you have in the gifs?
Any new updates for this?
Also, how do you bring up the little control window like you have in the gifs?
I’m busy with other stuffs,but I will continue this addon very soon.
in the spline ik mode, to bring up the controller you need to select one bone and press F key,to twist bones press ctrl+X key.
Great,hope it will come out soon.
This looks great! I hope you still going to continue this.
This is some amazing work and i hope it will be available soon for 2.8 since i would love to use it like right now for a snake rig.
Hope you will be able to finish it soon and i wish you the very best.
I tried to test the addon but i get an error message saying ‘‘this is the old version of settings need to reset bone IK’’ but i have reset the complete bones chain before enabling ghost IK so what am i doing wrong here?
Can someone just explain how we are suppose to setup this since i would really like to test it now for a rig i am building.
now I have time continue working on it,I will merge the physical bone into my node system.
solve the problem that can’t render in blender2.81
Looks amazing!
Someone correct me if I’m wrong, but this may be the first node-based rigging system being developed in Blender. Looks promising!
I have been developed the node-based bone system for some time(don’t need any keyframe). with a screen shot as icon system. it’s all implemented with C++.
I cannot wait to play with this!!
This looks amazing. Any chance for a 2.8+ update?
Would love to try this on 2.80+ since the only thing close to this is the biped rig in 3ds max with seamless ik fk switch by just selecting controllers
Its not quite the same thing but I just want to make sure you know about Auto IK for some basic functionality in that regard!
Are there any updates on the 2.8x version of this addon? It seems like it’d make IK animation so much nicer. Perhaps making these features into bone constraints would integrate it best with the rest of blender currently, while also keeping the node system as a (use case dependent, i would think) choice? Anyways, i’m loving what I’m seeing, and i hope Guang Liang Chen is doing well in these times!
Wow! Can’t wait for a beta of some sort!
character mesh collision test . still have some issues to fix.
fix some collision bugs: