Closed angavrilov closed 7 months ago
Thanks. I've done some cursory testing, and see that the property gets applied.
However, I'm not sure I'm seeing the practical difference. Comparing 3.6 and 4.0 (with the patch applied) side by side, the lip looks the same. Am I looking in the wrong place?
Maybe you could provide a screenshot demonstrating what consequences the change has in mpfb?
4.0 with patch applied:
3.6:
The bone is marked as curved in 4.0:
Well, obviously there won't be any change in the rest pose. This fixes bad vertex deformations around the mouth corner when the lip bones in the corner are significantly deformed. The issue actually has been partially mitigated by weight painting using the nearby non-lip bones, but it's still there to some extent if you look.
It's easiest to notice if you change the setting on the deform bone of the generated rig after posing the bones, and see how the mesh deformation changes.
Thanks.
This is a new 4.0 feature that improves deformation around the lip corners.
I also changed the rig saving code to store any b-bone properties that are changed from their defaults, even if the segment count is 1, because Rigify generation may assign a segment count later while preserving other settings, so the count value in the metarig doesn't matter in those cases.
https://projects.blender.org/blender/blender/pulls/110758 https://projects.blender.org/blender/blender-addons/commit/ce6775b50d4e7231dc8c72715cdf49f3d3b83707