EpicGamesExt / BlenderTools

Blender addons that improve the game development workflow between Blender and Unreal.
https://epicgamesext.github.io/BlenderTools/
MIT License
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Update documentation to state where ue2rigify stores new templates #451

Closed jimmyt1988 closed 2 years ago

jimmyt1988 commented 2 years ago

What was changed

The ue2rigify documentation now makes mention of where newly created templates are found

Why it was changed

The "Create New" button, with "male_mannequin" metarig selected, does not create FK and Deform Bone re-mapping nodes for you. In this case, it is useful to copy the "male_mannequin" template folder (for example) and rename it, so you can make your tweaks on this version instead. This avoids users editing the templates that come ootb.

Note

The path may be different on Linux or MAC OS, therefore, it may be worth adding a list of locations (Windows: ... Linux: ..., MacOS: ...), or a more general note about where you may find the templates.

jimmyt1988 commented 2 years ago

Perhaps this would be better in the FAQ section or another page? I'm happy to change the commit if so.

james-baber commented 2 years ago

Thanks! This page is probably a good place to add it. Also wouldn't hurt to be in the FAQ either. Might shorten to

jimmyt1988 commented 2 years ago

@james-babar

Thanks! This page is probably a good place to add it. Also wouldn't hurt to be in the FAQ either. Might shorten to

  • windows %TEMP%\ue2rigify\resources\rig_templates
  • unix /tmp/ue2rigify/resources/rig_templates

Thanks.

  1. I've modified the text as suggested
  2. I've added changes to faq
  3. I've rebased commit for one entry point (I assumed you don't squash commits)
james-baber commented 2 years ago

Thanks!