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V2.0.0 PZ_HumanRig Release

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@Paddlefruit Paddlefruit released this 14 Dec 21:43
· 60 commits to main since this release
2153f15
  • Replaced the deformation rig with a fixed one to finally circumvent that rotation snapping issue on animation transitions. This was due to an incorrect rig scale and a lock of the Dummy01 object as a parent, which has now been fixed.

  • Changed the static boolean toggle of the 'IK/FK' options to a float value which should allow you to properly interpolate between the two now.

TO MIGRATE PREVIOUS ANIMATIONS:
- Back up your animation just in case!
- Bring the new rig into whatever Blender file had your original animation (you can scale the Dummy01 object down to fit your scene if need be, usually by a magnitude of 100. Just don't apply the scale.)
- Assign the new rig the Action that the previous rig had in the Action Editor.
- Go to the Graph Editor and select all the control bones. (Make sure that the new rig has the same IK/FK settings as the previous one!)
- Set the 2D cursor at y-level 0 and set the 'Pivot Point' (the option next to the snapping toggle) to '2D Cursor'. This is to ensure that the animation data is scaled properly.
- Filter the animation channels to only include 'Location' channels. Grab every curve that is visible.
- Initiate a scale operation ('S' by default), restrict the scaling to the Y-axis (press 'Y' during the scalling operation), type '100', then enter.
- Now your animation should look identical on the new rig. If it doesn't, make sure you did all the steps correctly! Feel free to dm me (@Paddlefruit) if you need some help.