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CloudRig adds a new panel to the armature UI for metarigs, called "Rigify Log". This panel is responsible for detecting simple issues that were detected during rig generation, and even provides a button for fixing those issues as quickly as possible.
cloudrig.py", line 1375, in draw_rig_settings TypeError: argument of type 'NoneType' is not iterable
what does this error mean ? i just using some bones and assigned Cloud IK as Rig Type
@Zeus IP Dev Hey, it's likely your CloudRig version doesn't match your Blender version. Note that latest stable release of CloudRig only supports Blender 3.6, not 4.0.
@Demeter Dzadik hi, I raised one bug on git lab...please respond and answer it when gets free or ASAP...Thanks.
@Anmol Krishna Responded there, thanks.
Hi Demeter, I was trying to follow your Snow Rig live-stream and try to run some codes using post-gen utils as you did. But the import from rigify.feature_sets.CloudRig.Utils doesn’t work. The error in the console says the module doesn’t exist. I am not a coder, but just try copy past your code. Can you please tell what wrong with that?
Hi Demeter, I have some problem when I tried to follow the step on your Youtube live rigging.
1.everytime gen the bone from Meta to Rig, it will pose the pose that I made before(which I tried to clear the keyframe in timeline, dope sheet or graph editor, but the pose remains). 2. some bones I added on the face, but some of them cant be generated to Rig-cloud. 3. the thumbs in both hands cannot perform deform.
Could you please help check the file: https://drive.google.com/drive/folders/1SLdYI44A4KxCdb4OX37-O0KagDrromyd?usp=sharing
@fu233 You still have keyframes on the rig, you just don't see them because the dope sheet is set to show selected bones only. You can just un-assign the action if you set the dope sheet to Action Editor.
Your bone names must not have a .00x but must be named properly. This is because trying to implement CloudRig while accounting for badly named bones creates a lot of complexity in the code and it's basically impossible to account for all the possible ways that bone names can be botched, so I rather account for none of them.
Thumb bones seem to have deformation bones so I don't see why they couldn't deform a mesh, just weight paint the mesh to DEF-Finger_Thumb1.R
and so on.
@Demeter Dzadik Thanks so much!!!! I just found that some of the problems you taught in the 04-Actions video. Great tutorial!
Hi Demeter. Is the cloud jaw type functional? I used 3.0 and tried to add cloud jaw type sample bone to the meta rig, but it didn’t work.
Hey Demeter, I'm loving the cloud rig, it really sparked me back to try and rig some stuff. I just wanted to know whether there are any future plans that involved other rig types like your more recent cloud_jaw type.
@Abaasa Joe I think a rig type for split-axis mechanical parts could be interesting, it's something I've had to do a few times on Project Heist, but not enough times to justify automating it yet. Suggestions are always welcome!
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