Initialize Rig toolMake Leg tool. It now considers the bounding box of vertices associated with the foot & toe bone.Extend to Child tool to snap the head of a bone to its child's tail without connecting the two.De-duplicate Boneships now reports bone shape count before and after operation.Remove Unassigned Vertex Groups, Remove Unused Bones, and Remove Unused Bones & Vertex GroupsFuse Armatures tool to join armatures, but prevent duplication of bonesMake Bones Renderable tool to convert the wire shapes of a Rigify rig to tube geometry, which can be rendered and composited.Visibility Switch Helper tool to help manage the visibility of objects with a "Menu Switch" in the custom properties of the controllerRigi-All has gone through massive changes to further speed-up the process to transform a standard rig to a Rigify rig. Over-all, there is less for the user to do, yet more is done with each action taken.
Instead of manually selecting left and right arms/legs/fingers, Rigi-All now automatically detects what side a limb is on.
For example, to generate arms, you may either select both arm chains or just one. Either way, both will be transformed into a Rigify arm chain with one click. This extends to legs, fingers, and generic chains.
Rigi-All now takes advantage of the "Rigify Finalize Script" feature to automatically apply finishing touches on a Rigify rig.
When generating a Rigify rig, it...
To make meshes compatible with the new Rigify rig, which by default do not work unless the Rigify rig is a merged armature, the user has two options:
The user now has the option to minimize the total count of bone shapes, either per-armature or for the whole .blend file.
Despite bone shapes existing with visually the same shape, they are in fact separate instances. This corrects that.
Full Changelog: https://github.com/hisprofile/rigi-all/compare/1.4...1.5