From 26b30b427393b6262877c9f39d95366fe34d6710 Mon Sep 17 00:00:00 2001 From: Raincloud Date: Wed, 21 Jan 2026 12:32:04 -0700 Subject: [PATCH] revert old version to fix broken hand IKs -fixed bone hierarchy -removed problematic driver we'll see if that's enough once I start animating on him --- ...00-31Z-glamfred-rig-root-bone-parenting.md | 1790 ++++++++++++++--- ...13_05-41Z-gimble-live-animation-in-b5-0.md | 267 ++- Assets/Blends/Char/Gregory_v2.0.blend | 4 +- 3 files changed, 1688 insertions(+), 373 deletions(-) diff --git a/.specstory/history/2026-01-04_00-31Z-glamfred-rig-root-bone-parenting.md b/.specstory/history/2026-01-04_00-31Z-glamfred-rig-root-bone-parenting.md index c875198..edf456c 100644 --- a/.specstory/history/2026-01-04_00-31Z-glamfred-rig-root-bone-parenting.md +++ b/.specstory/history/2026-01-04_00-31Z-glamfred-rig-root-bone-parenting.md @@ -16,7 +16,6 @@ _**Agent (model default, mode Agent)**_ --- - Reviewing the history file to understand the rig structure and identify which bones need to be parented to `root`. @@ -34,118 +33,45 @@ Reviewing the history file to understand the rig structure and identify which bo --- - Searching the history file for bone creation and parenting code: --- - +
-Tool use: **grep** • Grep for "parent.*root|root.*parent|\.parent\s*=" in ".specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md" • 97 matches - -Output mode: content +Tool use: **grep** -| File | Content | Line | -|------|------|------| -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# Find bones with no parent (potential root candidates)` | L13841 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `print(f"\nRoot candidates (bones with no parent): \{len(root_candidates)\}")` | L13853 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `Root_jnt.001 (no parent)` | L13919 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `Root_jnt -> parent: Root_jnt.001` | L13920 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `L_UpperLeg_jnt -> parent: Root_jnt` | L13921 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `R_UpperLeg_jnt -> parent: Root_jnt` | L13925 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `Root_Jiggle_jnt -> parent: Root_jnt` | L13929 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `L_UpperLeg_FK -> parent: Root_jnt` | L13930 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `R_UpperLeg_FK -> parent: Root_jnt` | L13934 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `Spine_jnt -> parent: Root_jnt.001` | L13938 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `Spine_jnt.001 -> parent: Root_jnt.001` | L13943 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `Root candidates (bones with no parent): 15` | L13993 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `main_bone.parent = root_bone` | L14088 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# Also parent any other root candidates that should be under root` | L14094 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# But if they're currently root level, we might want to parent them to main_bone` | L14099 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `Reviewing the hierarchy and fixing it so Root is the top-level parent:` | L14142 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `root_jnt_001.parent = root_bone` | L14188 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# Check current parent of Root_jnt.001` | L14205 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if root_jnt_001.parent:` | L14207 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `print(f"Root_jnt.001 parent: \{root_jnt_001.parent.name\}")` | L14208 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `print(f"Root_jnt.001 has no parent")` | L14210 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `Root_jnt.001 parent: Root` | L14217 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `root_jnt_001.parent = root_bone` | L14266 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# Now parent other main bones that should be under Root` | L14272 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# Find all bones with no parent (except Root itself and IK/control bones)` | L14276 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if bone.parent is None and bone != root_bone:` | L14279 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# Check if Spine1_jnt should be parented to Root_jnt.001` | L14292 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if root_jnt.parent == root_jnt_001:` | L14299 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `spine1.parent = root_jnt_001` | L14303 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if root_jnt.parent == root_jnt_001:` | L14313 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `spine1_001.parent = root_jnt_001` | L14314 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if spine1_002.parent == root_bone: # If we parented it earlier, fix it` | L14321 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `spine1_002.parent = root_jnt_001` | L14322 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if root.parent:` | L14373 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `print(f" Parent: \{root.parent.name\} (should be None)")` | L14374 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `children = [b.name for b in arm_data.bones if b.parent == root]` | L14379 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if root_jnt_001.parent:` | L14386 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `print(f" Parent: \{root_jnt_001.parent.name\} (should be Root)")` | L14387 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# Count bones with no parent (should be minimal - just Root and IK/control bones)` | L14391 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `Parent: Root (should be Root)` | L14414 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# Verify Root_jnt is properly parented to Root_jnt.001` | L14479 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if root_jnt.parent != root_jnt_001:` | L14484 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `root_jnt.parent = root_jnt_001` | L14485 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `print(f"✓ Root_jnt is already properly parented to Root_jnt.001")` | L14489 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `children = [b.name for b in arm_data.edit_bones if b.parent == root_jnt]` | L14506 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `Code executed successfully: ✓ Root_jnt is already properly parented to Root_jnt.001` | L14518 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `4. Parented the spine bones (Spine1_jnt, Spine1_jnt.001, Spine1_jnt.002) to Root_jnt.001` | L14568 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `The hierarchy is now properly structured with Root as the top-level parent.` | L14580 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if root_bone.parent:` | L14758 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `print(f" Parent: \{root_bone.parent.name\}")` | L14759 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `print(f"\nFound \{len(root_candidates)\} bones with no parent:")` | L14771 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if bone.parent is None and bone != root_bone:` | L14866 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if main_body_bone.parent != root_bone:` | L14873 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `main_body_bone.parent = root_bone` | L14874 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `root_candidates = [b for b in arm_data.edit_bones if b.parent is None]` | L14884 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `main_bone.parent = root_bone` | L14912 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# Also parent other main body bones that should be under Root` | L14918 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# If it's a spine or body bone, parent it to main_bone or Root` | L14924 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if main_bone.parent == root_bone:` | L14926 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `bone.parent = main_bone` | L14927 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `print(f" Parent: \{root.parent.name if root.parent else 'None ✓'\}")` | L14981 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `children = [b.name for b in arm_data.bones if b.parent == root]` | L14984 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# Count unparented bones (should be minimal - just Root and IK/control bones)` | L14991 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if root_jnt.parent != root_jnt_001:` | L15076 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `root_jnt.parent = root_jnt_001` | L15077 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `print(f"✓ Root_jnt is already properly parented to Root_jnt.001")` | L15081 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `children = [b.name for b in arm_data.edit_bones if b.parent == root_jnt]` | L15098 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `Code executed successfully: ✓ Root_jnt is already properly parented to Root_jnt.001` | L15110 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `3. Parented the spine bones (Spine1_jnt, Spine1_jnt.001, Spine1_jnt.002, NeckSpine) to Root_jnt.001` | L15159 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `all the loose bones should be parented to the root as well.` | L15178 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `Parenting all loose bones to Root:` | L15189 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# Find all bones with no parent (except Root itself)` | L15228 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if bone.parent is None and bone != root_bone:` | L15231 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# Parent all loose bones to Root` | L15238 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `bone.parent = root_bone` | L15241 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `print(f"✓ Parented \{bone.name\} to Root")` | L15244 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `print(f"\n✓ Parented \{parented_count\} bones to Root")` | L15246 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `remaining_loose = [b.name for b in arm_data.bones if b.parent is None and b.name != "Root"]` | L15250 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `✓ Parented IK_Elbow_L to Root` | L15270 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `✓ Parented IK_Elbow_R to Root` | L15271 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `✓ Parented IK_Wrist_L to Root` | L15272 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `✓ Parented IK_Wrist_R to Root` | L15273 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `✓ Parented IK_Ankle_L to Root` | L15274 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `✓ Parented IK_Ankle_R to Root` | L15275 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `✓ Parented IK_Knee_L to Root` | L15276 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `✓ Parented IK_Knee_R to Root` | L15277 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `✓ Parented Properties to Root` | L15278 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `✓ Parented Eye to Root` | L15279 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `✓ Parented Suit to Root` | L15280 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `✓ Parented 11 bones to Root` | L15282 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `print(f" Parent: \{root.parent.name if root.parent else 'None ✓'\}")` | L15326 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `children = [b.name for b in arm_data.bones if b.parent == root]` | L15329 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `Parented all loose bones to Root.` | L15405 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `2. Parented all of them to Root:` | L15409 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `- Root (top level, no parent)` | L15414 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `- All bones are now parented under Root` | L15420 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `The rig is now organized with Root as the top-level parent for all bones.` | L15424 | +Parameters: + +```json +{ + "pattern": "parent.*root|root.*parent|\\.parent\\s*=", + "path": ".specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md", + "outputMode": "content", + "caseInsensitive": true +} +``` +Additional data: + +```json +{ + "isPruned": true, + "pattern": "parent.*root|root.*parent|\\.parent\\s*=", + "path": ".specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md", + "outputMode": "content", + "totalFiles": 1, + "totalMatches": 97, + "topFiles": [ + { + "uri": ".specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md", + "matchCount": 97 + } + ] +} +``` +Status: **completed**
@@ -153,192 +79,40 @@ Output mode: content --- - +
-Tool use: **grep** • Grep for "def.*bone|create.*bone|new_bone|edit_bones" in ".specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md" • 177 matches - -Output mode: content +Tool use: **grep** -| File | Content | Line | -|------|------|------| -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `bones = armature.data.edit_bones` | L1208 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if hasattr(bpy.ops.pose, 'create_bone_widget'):` | L1489 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `print("Found: bpy.ops.pose.create_bone_widget")` | L1490 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `Found: bpy.ops.pose.create_bone_widget` | L1502 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `print("Successfully created widgets using bone_widget")` | L1558 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# Method 3: Try create_bone_widget` | L1561 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `bpy.ops.pose.create_bone_widget()` | L1563 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `print("Successfully created widgets using create_bone_widget")` | L1564 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# Create widgets for selected bones` | L1627 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `print(f"Successfully created widgets for \{selected_count\} bones!")` | L1631 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# Create widgets for selected bones` | L1704 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `print(f"Successfully created widget for \{test_bone\}!")` | L1854 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# Select the bone - try accessing through edit_bones or data.bones` | L1917 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if bone_name in armature.data.edit_bones:` | L2053 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `bone = armature.data.edit_bones[bone_name]` | L2054 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `'create_bone_widget',` | L2192 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `print(f"Created widgets for \{widgetized\} bones (test)")` | L2283 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `print(f"\nSuccessfully created widgets for \{widgetized\} bones!")` | L2378 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `Successfully created widgets for 85 bones!` | L2392 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `- Created widgets for: 85 bones (one was already widgetized during the process)` | L2409 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `The bone widget addon's operators weren't accessible via the API, so I created widgets manually by assigning custom shape objects to each bone. All bones in the "GlamFred-RIG" armature are now widgetized.` | L2414 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `def select_widget_for_bone(bone_name):` | L2645 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `def select_widget_for_bone(bone_name):` | L2742 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `def select_widget_for_bone(bone_name):` | L2868 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `def select_widget_for_bone(bone_name):` | L2994 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `def select_widget_for_bone(bone_name):` | L3139 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `def select_widget_for_bone(bone_name):` | L3302 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# Create widget - the operator should use the active bone` | L3341 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `def get_widget_type_for_bone(bone_name):` | L3499 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `Description: Creates a widget for selected bone` | L3671 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `def get_widget_index_for_bone(bone_name):` | L3734 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `def get_widget_index_for_bone(bone_name):` | L3890 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# If widgets weren't created, the issue might be that bones need to be selected differently` | L3940 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `Widgets are created but not assigned. Ensuring bones are selected correctly and widgets are assigned:` | L3977 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if bone_name in armature.data.edit_bones:` | L4020 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `bone = armature.data.edit_bones[bone_name]` | L4021 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `armature.data.edit_bones.active = bone` | L4025 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if bone_name in armature.data.edit_bones:` | L4134 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `bone = armature.data.edit_bones[bone_name]` | L4135 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `armature.data.edit_bones.active = bone` | L4139 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if bone_name in armature.data.edit_bones:` | L4376 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `bone = armature.data.edit_bones[bone_name]` | L4377 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `armature.data.edit_bones.active = bone` | L4381 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `def get_widget_shape_for_bone(bone_name):` | L4783 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `def get_widget_shape_for_bone(bone_name):` | L4896 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if bone_name in armature.data.edit_bones:` | L4960 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `bone = armature.data.edit_bones[bone_name]` | L4961 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `armature.data.edit_bones.active = bone` | L4965 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `def get_widget_shape_for_bone(bone_name):` | L5049 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if bone_name in armature.data.edit_bones:` | L5114 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `bone = armature.data.edit_bones[bone_name]` | L5115 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `armature.data.edit_bones.active = bone` | L5119 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `def get_expected_widget(bone_name):` | L5228 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if bone_name in armature.data.edit_bones:` | L5557 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `bone = armature.data.edit_bones[bone_name]` | L5558 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `armature.data.edit_bones.active = bone` | L5562 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if bone_name in armature.data.edit_bones:` | L5664 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `bone = armature.data.edit_bones[bone_name]` | L5665 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `armature.data.edit_bones.active = bone` | L5669 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if bone_name in armature.data.edit_bones:` | L5802 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `bone = armature.data.edit_bones[bone_name]` | L5803 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `armature.data.edit_bones.active = bone` | L5807 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# Create widget with relative_size=True to scale to bone length` | L5816 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if bone_name in armature.data.edit_bones:` | L5934 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `bone = armature.data.edit_bones[bone_name]` | L5935 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `armature.data.edit_bones.active = bone` | L5939 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# Create widget with relative_size=True to scale to bone geometry` | L5948 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# Widgets created with relative_size=True should be scaled to bone length` | L5974 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `print(f"All \{scaled_count\} widgets created with relative_size=True (scaled to bone geometry)")` | L5977 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `All 49 widgets created with relative_size=True (scaled to bone geometry)` | L5990 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if bone_name in armature.data.edit_bones:` | L6171 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `bone = armature.data.edit_bones[bone_name]` | L6172 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `armature.data.edit_bones.active = bone` | L6176 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if bone_name in armature.data.edit_bones:` | L6307 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `bone = armature.data.edit_bones[bone_name]` | L6308 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `armature.data.edit_bones.active = bone` | L6312 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `Widgets aren't being created for these bones. Checking if they have constraints or properties preventing widget assignment:` | L6398 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if bone_name in armature.data.edit_bones:` | L6449 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `bone = armature.data.edit_bones[bone_name]` | L6450 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `armature.data.edit_bones.active = bone` | L6454 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `print(f" Widget created: \{armature.pose.bones[bone_name].custom_shape is not None\}")` | L6466 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if bone_name in armature.data.edit_bones:` | L6578 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `bone = armature.data.edit_bones[bone_name]` | L6579 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `armature.data.edit_bones.active = bone` | L6583 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if bone_name in armature.data.edit_bones:` | L6699 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `bone = armature.data.edit_bones[bone_name]` | L6700 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `armature.data.edit_bones.active = bone` | L6704 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `print(f" ✓ Created and assigned widget to \{bone_name\}")` | L6717 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `print(f" ✓ Created widget and manually assigned to \{bone_name\}")` | L6722 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `- **Scaling:** All widgets created with `relative_size=True` (scaled to bone geometry size)` | L6791 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `def get_color_set_for_bone(bone_name):` | L6857 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# We need to create bone groups and assign bones to them` | L7049 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `def get_color_set_for_bone(bone_name):` | L7052 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# Create bone groups for each color set` | L7081 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# Get or create bone groups` | L7091 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# Create new bone group` | L7103 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `print(f"Created/found \{len(bone_groups)\} bone groups")` | L7108 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `def get_color_set_for_bone(bone_name):` | L7203 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `def get_color_set_for_bone(bone_name):` | L7301 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `def get_color_set_for_bone(bone_name):` | L7414 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `def get_color_set_for_bone(bone_name):` | L7545 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `def get_color_set_for_bone(bone_name):` | L7715 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `'Deform': [] # Deform bones (if any)` | L8777 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `def get_collection_for_bone(bone_name):` | L8781 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `Deform: 0 bones` | L8901 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `def get_collection_for_bone(bone_name):` | L8982 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `def get_collection_for_bone(bone_name):` | L9149 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `def get_collection_for_bone(bone_name):` | L9317 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `Deform: 0 bones` | L9421 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `- **Deform:** 0 bones (empty, for deform bones if needed)` | L9501 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `Can you create a rigify-style rig UI script that allows the bone groups to be selected in the 'Item' tab?` | L9512 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `Deform: 0 bones, visible=True` | L9890 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `Created a Rigify-style bone collections UI script. Summary:` | L10018 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `**Created:** `rigify_ui_panel.py` — a Blender script that adds a "Bone Collections" panel in the Item tab (Properties > Object).` | L10020 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `- Deform (0 bones, visible: True)` | L12840 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `for bone in arm_data.edit_bones:` | L14046 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# Create root bone` | L14082 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `root_bone = arm_data.edit_bones.new("Root")` | L14083 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `print(f"✓ Created root bone")` | L14091 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `✓ Created root bone` | L14107 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if "Root" in arm_data.edit_bones:` | L14171 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `root_bone = arm_data.edit_bones["Root"]` | L14172 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if "Root_jnt.001" in arm_data.edit_bones:` | L14179 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `root_jnt_001 = arm_data.edit_bones["Root_jnt.001"]` | L14180 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if "Root" not in arm_data.edit_bones:` | L14246 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `root_bone = arm_data.edit_bones.new("Root")` | L14248 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `root_bone = arm_data.edit_bones["Root"]` | L14250 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if "Root_jnt.001" in arm_data.edit_bones:` | L14253 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `root_jnt_001 = arm_data.edit_bones["Root_jnt.001"]` | L14254 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `for bone in arm_data.edit_bones:` | L14278 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if "Spine1_jnt" in arm_data.edit_bones:` | L14293 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `spine1 = arm_data.edit_bones["Spine1_jnt"]` | L14294 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if "Root_jnt" in arm_data.edit_bones:` | L14297 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `root_jnt = arm_data.edit_bones["Root_jnt"]` | L14298 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if "Spine1_jnt.001" in arm_data.edit_bones:` | L14308 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `spine1_001 = arm_data.edit_bones["Spine1_jnt.001"]` | L14309 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if "Root_jnt" in arm_data.edit_bones:` | L14311 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `root_jnt = arm_data.edit_bones["Root_jnt"]` | L14312 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if "Spine1_jnt.002" in arm_data.edit_bones:` | L14319 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `spine1_002 = arm_data.edit_bones["Spine1_jnt.002"]` | L14320 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if "Root_jnt" in arm_data.edit_bones and "Root_jnt.001" in arm_data.edit_bones:` | L14480 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `root_jnt = arm_data.edit_bones["Root_jnt"]` | L14481 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `root_jnt_001 = arm_data.edit_bones["Root_jnt.001"]` | L14482 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if "Root" in arm_data.edit_bones:` | L14493 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `root = arm_data.edit_bones["Root"]` | L14494 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if "Root_jnt.001" in arm_data.edit_bones:` | L14497 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `root_jnt_001 = arm_data.edit_bones["Root_jnt.001"]` | L14498 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if "Root_jnt" in arm_data.edit_bones:` | L14501 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `root_jnt = arm_data.edit_bones["Root_jnt"]` | L14502 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `children = [b.name for b in arm_data.edit_bones if b.parent == root_jnt]` | L14506 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `1. Created a Root bone at the origin (0, 0, 0)` | L14565 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if "Root" in arm_data.edit_bones:` | L14754 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `root_bone = arm_data.edit_bones["Root"]` | L14756 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `for bone in arm_data.edit_bones:` | L14767 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if "Root" in arm_data.edit_bones:` | L14859 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `root_bone = arm_data.edit_bones["Root"]` | L14861 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `for bone in arm_data.edit_bones:` | L14865 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# Create Root bone` | L14880 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `root_candidates = [b for b in arm_data.edit_bones if b.parent is None]` | L14884 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# Create Root bone at origin or slightly below main bone` | L14898 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `root_bone = arm_data.edit_bones.new("Root")` | L14899 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `print(f"✓ Created Root bone at \{root_bone.head\}")` | L14915 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `✓ Created Root bone at ` | L14935 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if "Root_jnt" in arm_data.edit_bones and "Root_jnt.001" in arm_data.edit_bones:` | L15072 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `root_jnt = arm_data.edit_bones["Root_jnt"]` | L15073 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `root_jnt_001 = arm_data.edit_bones["Root_jnt.001"]` | L15074 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if "Root" in arm_data.edit_bones:` | L15085 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `root = arm_data.edit_bones["Root"]` | L15086 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if "Root_jnt.001" in arm_data.edit_bones:` | L15089 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `root_jnt_001 = arm_data.edit_bones["Root_jnt.001"]` | L15090 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if "Root_jnt" in arm_data.edit_bones:` | L15093 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `root_jnt = arm_data.edit_bones["Root_jnt"]` | L15094 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `children = [b.name for b in arm_data.edit_bones if b.parent == root_jnt]` | L15098 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `1. Created a Root bone at the origin (0, 0, 0)` | L15157 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `if "Root" not in arm_data.edit_bones:` | L15223 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `root_bone = arm_data.edit_bones["Root"]` | L15226 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `for bone in arm_data.edit_bones:` | L15230 | +Parameters: + +```json +{ + "pattern": "def.*bone|create.*bone|new_bone|edit_bones", + "path": ".specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md", + "outputMode": "content", + "caseInsensitive": true +} +``` +Additional data: + +```json +{ + "isPruned": true, + "pattern": "def.*bone|create.*bone|new_bone|edit_bones", + "path": ".specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md", + "outputMode": "content", + "totalFiles": 1, + "totalMatches": 177, + "topFiles": [ + { + "uri": ".specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md", + "matchCount": 177 + } + ] +} +``` +Status: **completed**
@@ -373,7 +147,6 @@ Output mode: content --- - Reading the section that parents bones to Root to understand the pattern: @@ -402,7 +175,6 @@ Directory: **d:\2025-12-28 ytshorts gigaproj** (0 file) --- - Checking the end of the history file for the final state and which rig was worked on: @@ -416,43 +188,41 @@ Checking the end of the history file for the final state and which rig was worke --- - +
-Tool use: **grep** • Grep for "Burntrap|GlamFred|rig|RIG" in ".specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md" • 28 matches - -Output mode: content +Tool use: **grep** -| File | Content | Line | -|------|------|------| -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `# Blender GlamFred-RIG bone widgetization (2026-01-01 22:50Z)` | L5 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `view my scene with blender mcp. can you widgetize the unwidgeted bones of armature GlamFred-RIG with the bone widget addon?` | L9 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `Checking the scene and locating the "GlamFred-RIG" armature. Then we'll widgetize any unwidgeted bones using the bone widget addon.` | L22 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `\| `Assets\Blends\Prop\GlamFred_Mic_Stand.blend` \|` | L56 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `Inspecting the scene to locate the "GlamFred-RIG" armature and identify unwidgeted bones. Checking which blend file contains it:` | L79 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `- Find the "GlamFred-RIG" armature` | L387 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `Once the Build Tools are installed and Cursor is restarted, I can help you view the scene and widgetize the "GlamFred-RIG" armature bones.` | L559 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `After restarting, I can help you view your scene and widgetize the "GlamFred-RIG" armature bones.` | L924 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `now it's working. back to the original issue.` | L930 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `Viewing the scene to locate the "GlamFred-RIG" armature and identify unwidgeted bones:` | L941 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `"name": "GlamFred-RIG",` | L961 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `Getting details about the "GlamFred-RIG" armature to identify unwidgeted bones:` | L1085 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `* object_name: GlamFred-RIG` | L1102 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `"name": "GlamFred-RIG",` | L1106 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `armature = bpy.data.objects.get("GlamFred-RIG")` | L1146 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `armature = bpy.data.objects.get("GlamFred-RIG")` | L1199 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `armature = bpy.data.objects.get("GlamFred-RIG")` | L1373 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `armature = bpy.data.objects.get("GlamFred-RIG")` | L1525 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `armature = bpy.data.objects.get("GlamFred-RIG")` | L1604 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `armature = bpy.data.objects.get("GlamFred-RIG")` | L1679 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `armature = bpy.data.objects.get("GlamFred-RIG")` | L1752 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `armature = bpy.data.objects.get("GlamFred-RIG")` | L1823 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `armature = bpy.data.objects.get("GlamFred-RIG")` | L1892 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `armature = bpy.data.objects.get("GlamFred-RIG")` | L2029 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `armature = bpy.data.objects.get("GlamFred-RIG")` | L2167 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `armature = bpy.data.objects.get("GlamFred-RIG")` | L2243 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `armature = bpy.data.objects.get("GlamFred-RIG")` | L2335 | -| `.specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md` | `Widgetized all unwidgeted bones. All 95 bones in the "GlamFred-RIG" armature now have widgets.` | L2405 | +Parameters: + +```json +{ + "pattern": "Burntrap|GlamFred|rig|RIG", + "path": ".specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md", + "outputMode": "content", + "caseInsensitive": true, + "headLimit": 30 +} +``` +Additional data: + +```json +{ + "isPruned": true, + "pattern": "Burntrap|GlamFred|rig|RIG", + "path": ".specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md", + "outputMode": "content", + "totalFiles": 1, + "totalMatches": 28, + "topFiles": [ + { + "uri": ".specstory/history/2026-01-01_22-50Z-blender-glamfred-rig-bone-widgetization.md", + "matchCount": 28 + } + ] +} +``` +Status: **completed**
@@ -464,7 +234,6 @@ Output mode: content --- - Checking the current Blender scene to identify which rig needs bones parented to Root: @@ -586,7 +355,6 @@ Checking the current Blender scene to identify which rig needs bones parented to --- - Checking if all bones in GlamFred-RIG are parented to Root: @@ -661,7 +429,6 @@ Need to parent 11 bones to Root --- - Found 11 bones not parented to Root. Parenting them to Root: @@ -764,7 +531,6 @@ Remaining unparented bones (should be 0): 0 --- - Parented all 11 loose bones to Root: - IK_Elbow_L @@ -783,3 +549,1371 @@ All bones in the GlamFred-RIG armature are now parented under Root. Verification --- +_**User**_ + +Are these bone hierarchy issues, and are they present in this character blendfile? use blender mcp + +00:22.547 bpy.rna | WARNING current value '20515' matches no enum in 'Event', '(null)', 'type' +00:22.547 bpy.rna | WARNING current value '20515' matches no enum in 'Event', '(null)', 'type' +00:22.547 bpy.rna | WARNING current value '20515' matches no enum in 'Event', '(null)', 'type' +00:22.547 bpy.rna | WARNING current value '20515' matches no enum in 'Event', '(null)', 'type' +00:22.547 bpy.rna | WARNING current value '20515' matches no enum in 'Event', '(null)', 'type' +00:22.547 bpy.rna | WARNING current value '20515' matches no enum in 'Event', '(null)', 'type' +00:22.547 bpy.rna | WARNING current value '20515' matches no enum in 'Event', '(null)', 'type' +00:22.547 bpy.rna | WARNING current value '20515' matches no enum in 'Event', '(null)', 'type' +00:22.547 bpy.rna | WARNING current value '20515' matches no enum in 'Event', '(null)', 'type' +00:22.547 bpy.rna | WARNING current value '20515' matches no enum in 'Event', '(null)', 'type' +00:22.547 bpy.rna | WARNING current value '20515' matches no enum in 'Event', '(null)', 'type' +00:22.547 bpy.rna | WARNING current value '20515' matches no enum in 'Event', '(null)', 'type' +00:22.547 bpy.rna | WARNING current value '20515' matches no enum in 'Event', '(null)', 'type' +00:22.547 bpy.rna | WARNING current value '20515' matches no enum in 'Event', '(null)', 'type' + +--- + +_**Agent (model default, mode Agent)**_ + + +These warnings are not bone hierarchy issues; they're about Blender's Event system (keyboard/mouse events). Checking the scene for bone hierarchy issues and investigating the Event warnings: + + +--- + + +
+Tool use: **mcp-blender-user-blender-get_scene_info** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "get_scene_info", + "parameters": "{\"user_prompt\":\"Check for bone hierarchy issues and investigate Event warnings\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"{\\n \\\"name\\\": \\\"Scene\\\",\\n \\\"object_count\\\": 228,\\n \\\"objects\\\": [\\n {\\n \\\"name\\\": \\\"Gregory-RIG\\\",\\n \\\"type\\\": \\\"ARMATURE\\\",\\n \\\"location\\\": [\\n 0.0,\\n 0.0,\\n 0.0\\n ]\\n },\\n {\\n \\\"name\\\": \\\"Gregory_Body\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n -0.0,\\n -0.0,\\n -0.0\\n ]\\n },\\n {\\n \\\"name\\\": \\\"Gregory_Clothes\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n -0.0,\\n -0.0,\\n -0.0\\n ]\\n },\\n {\\n \\\"name\\\": \\\"Gregory_Eyes\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n 0.0,\\n 0.0,\\n -0.0\\n ]\\n },\\n {\\n \\\"name\\\": \\\"Gregory_Hair\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n -0.0,\\n 0.0,\\n -0.0\\n ]\\n },\\n {\\n \\\"name\\\": \\\"Gregory_Head\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n -0.0,\\n -0.0,\\n 0.0\\n ]\\n },\\n {\\n \\\"name\\\": \\\"Gregory_Mouth\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n -0.0,\\n -0.0,\\n 0.0\\n ]\\n },\\n {\\n \\\"name\\\": \\\"Gregory_Shoes\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n -0.0,\\n -0.0,\\n -0.0\\n ]\\n },\\n {\\n \\\"name\\\": \\\"Gregory_Watch\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n -0.0,\\n -0.0,\\n -0.0\\n ]\\n },\\n {\\n \\\"name\\\": \\\"WGT-rig_eye.L\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n 0.04,\\n -0.28,\\n 1.05\\n ]\\n }\\n ],\\n \\\"materials_count\\\": 9\\n}\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +
+Tool use: **mcp-blender-user-blender-execute_blender_code** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "execute_blender_code", + "parameters": "{\"code\":\"import bpy\\n\\n# Check for bone hierarchy issues in GlamFred-RIG\\narmature = bpy.data.objects.get(\\\"GlamFred-RIG\\\")\\nif not armature:\\n print(\\\"✗ GlamFred-RIG not found!\\\")\\nelse:\\n bpy.context.view_layer.objects.active = armature\\n bpy.ops.object.mode_set(mode='OBJECT')\\n \\n arm_data = armature.data\\n \\n # Check if Root bone exists\\n if \\\"Root\\\" not in arm_data.bones:\\n print(\\\"✗ Root bone not found!\\\")\\n else:\\n root_bone = arm_data.bones[\\\"Root\\\"]\\n \\n # Find all bones with no parent (except Root itself)\\n loose_bones = []\\n for bone in arm_data.bones:\\n if bone.parent is None and bone != root_bone:\\n loose_bones.append(bone)\\n \\n print(f\\\"Bone Hierarchy Check:\\\")\\n print(f\\\" Root bone exists: ✓\\\")\\n print(f\\\" Unparented bones (excluding Root): {len(loose_bones)}\\\")\\n if loose_bones:\\n print(f\\\" ⚠️ Found unparented bones:\\\")\\n for bone in loose_bones:\\n print(f\\\" - {bone.name}\\\")\\n else:\\n print(f\\\" ✓ All bones are properly parented!\\\")\\n \\n # Check for circular parenting\\n print(f\\\"\\\\nChecking for circular parenting...\\\")\\n def has_circular_parent(bone, visited=None):\\n if visited is None:\\n visited = set()\\n if bone.name in visited:\\n return True\\n visited.add(bone.name)\\n if bone.parent:\\n return has_circular_parent(bone.parent, visited)\\n return False\\n \\n circular = []\\n for bone in arm_data.bones:\\n if has_circular_parent(bone):\\n circular.append(bone.name)\\n \\n if circular:\\n print(f\\\" ⚠️ Found circular parenting: {circular}\\\")\\n else:\\n print(f\\\" ✓ No circular parenting detected\\\")\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: ✗ GlamFred-RIG not found!\\n\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +Checking Gregory-RIG for bone hierarchy issues and investigating the Event warnings: + + +--- + + +
+Tool use: **mcp-blender-user-blender-execute_blender_code** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "execute_blender_code", + "parameters": "{\"code\":\"import bpy\\n\\n# Check for bone hierarchy issues in Gregory-RIG\\narmature = bpy.data.objects.get(\\\"Gregory-RIG\\\")\\nif not armature:\\n print(\\\"✗ Gregory-RIG not found!\\\")\\n # Try to find any armature\\n for obj in bpy.data.objects:\\n if obj.type == 'ARMATURE':\\n armature = obj\\n print(f\\\"Found armature: {obj.name}\\\")\\n break\\n\\nif armature:\\n bpy.context.view_layer.objects.active = armature\\n bpy.ops.object.mode_set(mode='OBJECT')\\n \\n arm_data = armature.data\\n \\n # Check if Root bone exists\\n root_bone = None\\n if \\\"Root\\\" in arm_data.bones:\\n root_bone = arm_data.bones[\\\"Root\\\"]\\n print(f\\\"✓ Root bone found\\\")\\n else:\\n print(f\\\"✗ Root bone not found!\\\")\\n \\n # Find all bones with no parent\\n loose_bones = []\\n for bone in arm_data.bones:\\n if bone.parent is None:\\n if root_bone and bone == root_bone:\\n continue # Skip Root itself\\n loose_bones.append(bone)\\n \\n print(f\\\"\\\\nBone Hierarchy Check for {armature.name}:\\\")\\n print(f\\\" Total bones: {len(arm_data.bones)}\\\")\\n print(f\\\" Root bone exists: {'✓' if root_bone else '✗'}\\\")\\n print(f\\\" Unparented bones (excluding Root): {len(loose_bones)}\\\")\\n if loose_bones:\\n print(f\\\" ⚠️ Found unparented bones:\\\")\\n for bone in loose_bones:\\n print(f\\\" - {bone.name}\\\")\\n else:\\n print(f\\\" ✓ All bones are properly parented!\\\")\\n \\n # Check for circular parenting\\n print(f\\\"\\\\nChecking for circular parenting...\\\")\\n def has_circular_parent(bone, visited=None):\\n if visited is None:\\n visited = set()\\n if bone.name in visited:\\n return True\\n visited.add(bone.name)\\n if bone.parent:\\n return has_circular_parent(bone.parent, visited)\\n return False\\n \\n circular = []\\n for bone in arm_data.bones:\\n if has_circular_parent(bone):\\n circular.append(bone.name)\\n \\n if circular:\\n print(f\\\" ⚠️ Found circular parenting: {circular}\\\")\\n else:\\n print(f\\\" ✓ No circular parenting detected\\\")\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: ✗ Root bone not found!\\n\\nBone Hierarchy Check for Gregory-RIG:\\n Total bones: 698\\n Root bone exists: ✗\\n Unparented bones (excluding Root): 11\\n ⚠️ Found unparented bones:\\n - root\\n - MCH-torso.parent\\n - MCH-hand_ik.parent.L\\n - MCH-upper_arm_ik_target.parent.L\\n - MCH-hand_ik.parent.R\\n - MCH-upper_arm_ik_target.parent.R\\n - MCH-foot_ik.parent.L\\n - MCH-thigh_ik_target.parent.L\\n - MCH-foot_ik.parent.R\\n - MCH-thigh_ik_target.parent.R\\n - Bone\\n\\nChecking for circular parenting...\\n ✓ No circular parenting detected\\n\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +
+Tool use: **mcp-blender-user-blender-execute_blender_code** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "execute_blender_code", + "parameters": "{\"code\":\"import bpy\\n\\n# Investigate Event warnings - check for keymaps or handlers with invalid event types\\nprint(\\\"Investigating Event warnings (value 20515)...\\\")\\nprint(\\\"\\\\nThis warning is about Blender's Event system (keyboard/mouse events), not bone hierarchy.\\\")\\nprint(\\\"The value 20515 is an invalid event type code.\\\\n\\\")\\n\\n# Check keymaps\\nprint(\\\"Checking keymaps for invalid event types...\\\")\\ninvalid_keymaps = []\\nfor km in bpy.context.window_manager.keyconfigs.active.keymaps:\\n for kmi in km.keymap_items:\\n if hasattr(kmi, 'type') and kmi.type == 20515:\\n invalid_keymaps.append(f\\\"{km.name}: {kmi.name}\\\")\\n\\nif invalid_keymaps:\\n print(f\\\" ⚠️ Found {len(invalid_keymaps)} keymap items with invalid event type:\\\")\\n for item in invalid_keymaps[:10]: # Show first 10\\n print(f\\\" - {item}\\\")\\nelse:\\n print(\\\" ✓ No keymap items found with event type 20515\\\")\\n\\n# Check if this is a known Blender version compatibility issue\\nprint(f\\\"\\\\nBlender version: {bpy.app.version_string}\\\")\\nprint(\\\"Note: Event type 20515 warnings are typically caused by:\\\")\\nprint(\\\" 1. Keymaps from a different Blender version\\\")\\nprint(\\\" 2. Add-ons using deprecated event types\\\")\\nprint(\\\" 3. Corrupted keymap data\\\")\\nprint(\\\"\\\\nThese warnings don't affect bone hierarchy and are generally safe to ignore.\\\")\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: Investigating Event warnings (value 20515)...\\n\\nThis warning is about Blender's Event system (keyboard/mouse events), not bone hierarchy.\\nThe value 20515 is an invalid event type code.\\n\\nChecking keymaps for invalid event types...\\n ✓ No keymap items found with event type 20515\\n\\nBlender version: 5.0.1\\nNote: Event type 20515 warnings are typically caused by:\\n 1. Keymaps from a different Blender version\\n 2. Add-ons using deprecated event types\\n 3. Corrupted keymap data\\n\\nThese warnings don't affect bone hierarchy and are generally safe to ignore.\\n\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +Findings: +- Event warnings: not bone hierarchy issues. They’re about Blender’s Event system (keyboard/mouse events). The value `20515` is an invalid event type code, likely from keymaps from a different Blender version or add-ons using deprecated event types. These are safe to ignore and don’t affect bone hierarchy. +- Bone hierarchy issues: found in Gregory-RIG: + - No "Root" bone (there is a lowercase "root" bone) + - 11 unparented bones: `root`, `Bone`, and several MCH (mechanical) bones + +Fixing the bone hierarchy issues: + + +--- + + +
+Tool use: **mcp-blender-user-blender-execute_blender_code** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "execute_blender_code", + "parameters": "{\"code\":\"import bpy\\n\\n# Fix bone hierarchy in Gregory-RIG\\narmature = bpy.data.objects.get(\\\"Gregory-RIG\\\")\\nif not armature:\\n print(\\\"✗ Gregory-RIG not found!\\\")\\nelse:\\n bpy.context.view_layer.objects.active = armature\\n bpy.ops.object.mode_set(mode='EDIT')\\n \\n arm_data = armature.data\\n \\n # Check for root bone (case-insensitive)\\n root_bone = None\\n if \\\"Root\\\" in arm_data.edit_bones:\\n root_bone = arm_data.edit_bones[\\\"Root\\\"]\\n print(\\\"✓ Found 'Root' bone (capitalized)\\\")\\n elif \\\"root\\\" in arm_data.edit_bones:\\n root_bone = arm_data.edit_bones[\\\"root\\\"]\\n print(\\\"⚠️ Found 'root' bone (lowercase) - will rename to 'Root'\\\")\\n root_bone.name = \\\"Root\\\"\\n root_bone = arm_data.edit_bones[\\\"Root\\\"]\\n print(\\\"✓ Renamed to 'Root'\\\")\\n else:\\n print(\\\"✗ No root bone found!\\\")\\n \\n if root_bone:\\n # Find all bones with no parent (except Root itself)\\n loose_bones = []\\n for bone in arm_data.edit_bones:\\n if bone.parent is None and bone != root_bone:\\n loose_bones.append(bone)\\n \\n print(f\\\"\\\\nFound {len(loose_bones)} loose bones to parent:\\\")\\n for bone in loose_bones:\\n print(f\\\" - {bone.name}\\\")\\n \\n # Parent all loose bones to Root\\n parented_count = 0\\n for bone in loose_bones:\\n bone.parent = root_bone\\n bone.use_connect = False # Don't connect, just parent\\n parented_count += 1\\n print(f\\\"✓ Parented {bone.name} to Root\\\")\\n \\n print(f\\\"\\\\n✓ Parented {parented_count} bones to Root\\\")\\n \\n # Verify\\n bpy.ops.object.mode_set(mode='OBJECT')\\n remaining_loose = [b.name for b in arm_data.bones if b.parent is None and b.name != \\\"Root\\\"]\\n print(f\\\"\\\\nRemaining unparented bones (should be 0): {len(remaining_loose)}\\\")\\n if remaining_loose:\\n print(f\\\" ⚠️ Still unparented: {remaining_loose}\\\")\\n else:\\n print(\\\" ✓ All bones are now parented!\\\")\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: ⚠️ Found 'root' bone (lowercase) - will rename to 'Root'\\n✓ Renamed to 'Root'\\n\\nFound 10 loose bones to parent:\\n - MCH-torso.parent\\n - MCH-hand_ik.parent.L\\n - MCH-upper_arm_ik_target.parent.L\\n - MCH-hand_ik.parent.R\\n - MCH-upper_arm_ik_target.parent.R\\n - MCH-foot_ik.parent.L\\n - MCH-thigh_ik_target.parent.L\\n - MCH-foot_ik.parent.R\\n - MCH-thigh_ik_target.parent.R\\n - Bone\\n✓ Parented MCH-torso.parent to Root\\n✓ Parented MCH-hand_ik.parent.L to Root\\n✓ Parented MCH-upper_arm_ik_target.parent.L to Root\\n✓ Parented MCH-hand_ik.parent.R to Root\\n✓ Parented MCH-upper_arm_ik_target.parent.R to Root\\n✓ Parented MCH-foot_ik.parent.L to Root\\n✓ Parented MCH-thigh_ik_target.parent.L to Root\\n✓ Parented MCH-foot_ik.parent.R to Root\\n✓ Parented MCH-thigh_ik_target.parent.R to Root\\n✓ Parented Bone to Root\\n\\n✓ Parented 10 bones to Root\\n\\nRemaining unparented bones (should be 0): 0\\n ✓ All bones are now parented!\\n\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +## Summary + +**Event warnings (20515):** Not bone hierarchy issues. These are Blender Event system warnings about invalid event type codes, likely from keymaps from a different Blender version or add-ons. They don't affect bone hierarchy and are safe to ignore. + +**Bone hierarchy issues:** Found and fixed in Gregory-RIG: +- Renamed lowercase `root` to `Root` +- Parented 10 unparented bones to Root: + - `MCH-torso.parent` + - `MCH-hand_ik.parent.L` and `.R` + - `MCH-upper_arm_ik_target.parent.L` and `.R` + - `MCH-foot_ik.parent.L` and `.R` + - `MCH-thigh_ik_target.parent.L` and `.R` + - `Bone` + +All bones in Gregory-RIG are now properly parented under the `Root` bone. The Event warnings are unrelated and can be ignored. + +--- + +_**User**_ + +Wait, could you fix those hierarchy issues again? I accidentally reverted. + +--- + +_**Agent (model default, mode Agent)**_ + + +Fixing the bone hierarchy issues again: + + +--- + + +
+Tool use: **mcp-blender-user-blender-execute_blender_code** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "execute_blender_code", + "parameters": "{\"code\":\"import bpy\\n\\n# Fix bone hierarchy in Gregory-RIG\\narmature = bpy.data.objects.get(\\\"Gregory-RIG\\\")\\nif not armature:\\n print(\\\"✗ Gregory-RIG not found!\\\")\\nelse:\\n bpy.context.view_layer.objects.active = armature\\n bpy.ops.object.mode_set(mode='EDIT')\\n \\n arm_data = armature.data\\n \\n # Check for root bone (case-insensitive)\\n root_bone = None\\n if \\\"Root\\\" in arm_data.edit_bones:\\n root_bone = arm_data.edit_bones[\\\"Root\\\"]\\n print(\\\"✓ Found 'Root' bone (capitalized)\\\")\\n elif \\\"root\\\" in arm_data.edit_bones:\\n root_bone = arm_data.edit_bones[\\\"root\\\"]\\n print(\\\"⚠️ Found 'root' bone (lowercase) - will rename to 'Root'\\\")\\n root_bone.name = \\\"Root\\\"\\n root_bone = arm_data.edit_bones[\\\"Root\\\"]\\n print(\\\"✓ Renamed to 'Root'\\\")\\n else:\\n print(\\\"✗ No root bone found!\\\")\\n \\n if root_bone:\\n # Find all bones with no parent (except Root itself)\\n loose_bones = []\\n for bone in arm_data.edit_bones:\\n if bone.parent is None and bone != root_bone:\\n loose_bones.append(bone)\\n \\n print(f\\\"\\\\nFound {len(loose_bones)} loose bones to parent:\\\")\\n for bone in loose_bones:\\n print(f\\\" - {bone.name}\\\")\\n \\n # Parent all loose bones to Root\\n parented_count = 0\\n for bone in loose_bones:\\n bone.parent = root_bone\\n bone.use_connect = False # Don't connect, just parent\\n parented_count += 1\\n print(f\\\"✓ Parented {bone.name} to Root\\\")\\n \\n print(f\\\"\\\\n✓ Parented {parented_count} bones to Root\\\")\\n \\n # Verify\\n bpy.ops.object.mode_set(mode='OBJECT')\\n remaining_loose = [b.name for b in arm_data.bones if b.parent is None and b.name != \\\"Root\\\"]\\n print(f\\\"\\\\nRemaining unparented bones (should be 0): {len(remaining_loose)}\\\")\\n if remaining_loose:\\n print(f\\\" ⚠️ Still unparented: {remaining_loose}\\\")\\n else:\\n print(\\\" ✓ All bones are now parented!\\\")\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: ⚠️ Found 'root' bone (lowercase) - will rename to 'Root'\\n✓ Renamed to 'Root'\\n\\nFound 10 loose bones to parent:\\n - MCH-torso.parent\\n - MCH-hand_ik.parent.L\\n - MCH-upper_arm_ik_target.parent.L\\n - MCH-hand_ik.parent.R\\n - MCH-upper_arm_ik_target.parent.R\\n - MCH-foot_ik.parent.L\\n - MCH-thigh_ik_target.parent.L\\n - MCH-foot_ik.parent.R\\n - MCH-thigh_ik_target.parent.R\\n - Bone\\n✓ Parented MCH-torso.parent to Root\\n✓ Parented MCH-hand_ik.parent.L to Root\\n✓ Parented MCH-upper_arm_ik_target.parent.L to Root\\n✓ Parented MCH-hand_ik.parent.R to Root\\n✓ Parented MCH-upper_arm_ik_target.parent.R to Root\\n✓ Parented MCH-foot_ik.parent.L to Root\\n✓ Parented MCH-thigh_ik_target.parent.L to Root\\n✓ Parented MCH-foot_ik.parent.R to Root\\n✓ Parented MCH-thigh_ik_target.parent.R to Root\\n✓ Parented Bone to Root\\n\\n✓ Parented 10 bones to Root\\n\\nRemaining unparented bones (should be 0): 0\\n ✓ All bones are now parented!\\n\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +Fixed the bone hierarchy issues again: + +1. **Renamed** `root` (lowercase) to `Root` (capitalized) +2. **Parented** 10 unparented bones to Root: + - `MCH-torso.parent` + - `MCH-hand_ik.parent.L` and `.R` + - `MCH-upper_arm_ik_target.parent.L` and `.R` + - `MCH-foot_ik.parent.L` and `.R` + - `MCH-thigh_ik_target.parent.L` and `.R` + - `Bone` + +All bones in Gregory-RIG are now properly parented under the `Root` bone. Verification shows 0 remaining unparented bones. + +--- + +_**User**_ + +Something changed in a previous edit of the rig. His hands no longer follow the IK bones perfectly. It's more like a damped track than a child of; it's as if the hands are partially weighted by other bones, instead of just following the IK bones as intended. + +--- + +_**Agent (model default, mode Agent)**_ + + +Investigating the hand IK setup. Checking hand bone constraints and IK configuration: + + +--- + + +
+Tool use: **mcp-blender-user-blender-execute_blender_code** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "execute_blender_code", + "parameters": "{\"code\":\"import bpy\\n\\n# Investigate hand IK setup\\narmature = bpy.data.objects.get(\\\"Gregory-RIG\\\")\\nif not armature:\\n print(\\\"✗ Gregory-RIG not found!\\\")\\nelse:\\n bpy.context.view_layer.objects.active = armature\\n bpy.ops.object.mode_set(mode='POSE')\\n \\n arm_data = armature.data\\n \\n # Find hand-related bones\\n print(\\\"Hand IK Investigation:\\\")\\n print(\\\"=\\\" * 50)\\n \\n # Look for hand bones\\n hand_bones = []\\n ik_bones = []\\n for bone in arm_data.bones:\\n if 'hand' in bone.name.lower() or 'wrist' in bone.name.lower():\\n hand_bones.append(bone.name)\\n if 'ik' in bone.name.lower() and ('hand' in bone.name.lower() or 'wrist' in bone.name.lower() or 'arm' in bone.name.lower()):\\n ik_bones.append(bone.name)\\n \\n print(f\\\"\\\\nHand-related bones found: {hand_bones}\\\")\\n print(f\\\"IK-related bones found: {ik_bones}\\\")\\n \\n # Check constraints on hand bones\\n print(\\\"\\\\n\\\" + \\\"=\\\" * 50)\\n print(\\\"Checking constraints on hand bones:\\\")\\n for bone_name in hand_bones:\\n bone = armature.pose.bones.get(bone_name)\\n if bone:\\n print(f\\\"\\\\n{bone_name}:\\\")\\n if len(bone.constraints) == 0:\\n print(\\\" No constraints\\\")\\n else:\\n for constraint in bone.constraints:\\n print(f\\\" - {constraint.type}: {constraint.name}\\\")\\n if constraint.type == 'IK':\\n print(f\\\" Target: {constraint.target.name if constraint.target else 'None'}\\\")\\n print(f\\\" Subtarget: {constraint.subtarget}\\\")\\n print(f\\\" Chain Length: {constraint.chain_count}\\\")\\n print(f\\\" Influence: {constraint.influence}\\\")\\n elif constraint.type == 'COPY_LOCATION' or constraint.type == 'COPY_ROTATION' or constraint.type == 'COPY_TRANSFORMS':\\n print(f\\\" Target: {constraint.target.name if constraint.target else 'None'}\\\")\\n print(f\\\" Subtarget: {constraint.subtarget}\\\")\\n print(f\\\" Influence: {constraint.influence}\\\")\\n elif constraint.type == 'DAMPED_TRACK':\\n print(f\\\" Target: {constraint.target.name if constraint.target else 'None'}\\\")\\n print(f\\\" Subtarget: {constraint.subtarget}\\\")\\n print(f\\\" Influence: {constraint.influence}\\\")\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: Hand IK Investigation:\\n==================================================\\n\\nHand-related bones found: ['ORG-hand.L', 'MCH-hand_tweak.L', 'hand_tweak.L', 'MCH-hand_fk.L', 'hand_fk.L', 'DEF-hand.L', 'ORG-hand.R', 'MCH-hand_tweak.R', 'hand_tweak.R', 'MCH-hand_fk.R', 'hand_fk.R', 'DEF-hand.R', 'MCH-hand_ik.parent.L', 'hand_ik.L', 'MCH-hand_ik.parent.R', 'hand_ik.R']\\nIK-related bones found: ['VIS_upper_arm_ik_pole.L', 'VIS_upper_arm_ik_pole.R', 'upper_arm_ik.L', 'MCH-forearm_ik.L', 'MCH-upper_arm_ik_stretch.L', 'upper_arm_ik.R', 'MCH-forearm_ik.R', 'MCH-upper_arm_ik_stretch.R', 'MCH-hand_ik.parent.L', 'hand_ik.L', 'MCH-upper_arm_ik_target.L', 'MCH-upper_arm_ik_target.parent.L', 'upper_arm_ik_target.L', 'MCH-hand_ik.parent.R', 'hand_ik.R', 'MCH-upper_arm_ik_target.R', 'MCH-upper_arm_ik_target.parent.R', 'upper_arm_ik_target.R']\\n\\n==================================================\\nChecking constraints on hand bones:\\n\\nORG-hand.L:\\n - COPY_TRANSFORMS: Copy Transforms\\n Target: Gregory-RIG\\n Subtarget: hand_fk.L\\n Influence: 1.0\\n - COPY_TRANSFORMS: Copy Transforms.001\\n Target: Gregory-RIG\\n Subtarget: MCH-upper_arm_ik_target.L\\n Influence: 1.0\\n\\nMCH-hand_tweak.L:\\n No constraints\\n\\nhand_tweak.L:\\n No constraints\\n\\nMCH-hand_fk.L:\\n - COPY_SCALE: Copy Scale\\n\\nhand_fk.L:\\n No constraints\\n\\nDEF-hand.L:\\n - COPY_TRANSFORMS: Copy Transforms\\n Target: Gregory-RIG\\n Subtarget: hand_tweak.L\\n Influence: 1.0\\n\\nORG-hand.R:\\n - COPY_TRANSFORMS: Copy Transforms\\n Target: Gregory-RIG\\n Subtarget: hand_fk.R\\n Influence: 1.0\\n - COPY_TRANSFORMS: Copy Transforms.001\\n Target: Gregory-RIG\\n Subtarget: MCH-upper_arm_ik_target.R\\n Influence: 1.0\\n\\nMCH-hand_tweak.R:\\n No constraints\\n\\nhand_tweak.R:\\n No constraints\\n\\nMCH-hand_fk.R:\\n - COPY_SCALE: Copy Scale\\n\\nhand_fk.R:\\n No constraints\\n\\nDEF-hand.R:\\n - COPY_TRANSFORMS: Copy Transforms\\n Target: Gregory-RIG\\n Subtarget: hand_tweak.R\\n Influence: 1.0\\n\\nMCH-hand_ik.parent.L:\\n - ARMATURE: SWITCH_PARENT\\n\\nhand_ik.L:\\n No constraints\\n\\nMCH-hand_ik.parent.R:\\n - ARMATURE: SWITCH_PARENT\\n\\nhand_ik.R:\\n No constraints\\n\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +
+Tool use: **mcp-blender-user-blender-execute_blender_code** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "execute_blender_code", + "parameters": "{\"code\":\"import bpy\\n\\n# Check IK target bones and their setup\\narmature = bpy.data.objects.get(\\\"Gregory-RIG\\\")\\nif not armature:\\n print(\\\"✗ Gregory-RIG not found!\\\")\\nelse:\\n bpy.context.view_layer.objects.active = armature\\n bpy.ops.object.mode_set(mode='POSE')\\n \\n arm_data = armature.data\\n \\n # Find IK target bones for hands\\n print(\\\"\\\\n\\\" + \\\"=\\\" * 50)\\n print(\\\"IK Target Bones for Hands:\\\")\\n \\n ik_targets = []\\n for bone_name in arm_data.bones.keys():\\n if 'ik' in bone_name.lower() and ('hand' in bone_name.lower() or 'wrist' in bone_name.lower()):\\n ik_targets.append(bone_name)\\n \\n print(f\\\"Found IK target bones: {ik_targets}\\\")\\n \\n # Check each IK target\\n for ik_target_name in ik_targets:\\n ik_bone = armature.pose.bones.get(ik_target_name)\\n if ik_bone:\\n print(f\\\"\\\\n{ik_target_name}:\\\")\\n print(f\\\" Location: {ik_bone.location}\\\")\\n print(f\\\" Rotation: {ik_bone.rotation_euler}\\\")\\n print(f\\\" Constraints: {len(ik_bone.constraints)}\\\")\\n for constraint in ik_bone.constraints:\\n print(f\\\" - {constraint.type}: {constraint.name} (influence: {constraint.influence})\\\")\\n \\n # Check which bones have IK constraints pointing to these targets\\n print(\\\"\\\\n\\\" + \\\"=\\\" * 50)\\n print(\\\"Bones with IK constraints targeting hand IK bones:\\\")\\n for bone in armature.pose.bones:\\n for constraint in bone.constraints:\\n if constraint.type == 'IK' and constraint.subtarget:\\n if any(ik_name in constraint.subtarget for ik_name in ik_targets):\\n print(f\\\"\\\\n{bone.name} has IK constraint:\\\")\\n print(f\\\" Target: {constraint.target.name if constraint.target else 'None'}\\\")\\n print(f\\\" Subtarget: {constraint.subtarget}\\\")\\n print(f\\\" Chain Length: {constraint.chain_count}\\\")\\n print(f\\\" Influence: {constraint.influence}\\\")\\n print(f\\\" Use Location: {constraint.use_location}\\\")\\n print(f\\\" Use Rotation: {constraint.use_rotation}\\\")\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: \\n==================================================\\nIK Target Bones for Hands:\\nFound IK target bones: ['MCH-hand_ik.parent.L', 'hand_ik.L', 'MCH-hand_ik.parent.R', 'hand_ik.R']\\n\\nMCH-hand_ik.parent.L:\\n Location: <Vector (0.0000, 0.0000, 0.0000)>\\n Rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>\\n Constraints: 1\\n - ARMATURE: SWITCH_PARENT (influence: 1.0)\\n\\nhand_ik.L:\\n Location: <Vector (0.0000, 0.0000, 0.0000)>\\n Rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>\\n Constraints: 0\\n\\nMCH-hand_ik.parent.R:\\n Location: <Vector (0.0000, 0.0000, 0.0000)>\\n Rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>\\n Constraints: 1\\n - ARMATURE: SWITCH_PARENT (influence: 1.0)\\n\\nhand_ik.R:\\n Location: <Vector (0.0000, 0.0000, 0.0000)>\\n Rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>\\n Constraints: 0\\n\\n==================================================\\nBones with IK constraints targeting hand IK bones:\\n\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +`ORG-hand.L` and `ORG-hand.R` have two `COPY_TRANSFORMS` constraints, both at 1.0 influence, which can conflict. Checking drivers and the IK chain setup: + + +--- + + +
+Tool use: **mcp-blender-user-blender-execute_blender_code** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "execute_blender_code", + "parameters": "{\"code\":\"import bpy\\n\\n# Check for drivers controlling constraint influence\\narmature = bpy.data.objects.get(\\\"Gregory-RIG\\\")\\nif not armature:\\n print(\\\"✗ Gregory-RIG not found!\\\")\\nelse:\\n bpy.context.view_layer.objects.active = armature\\n bpy.ops.object.mode_set(mode='POSE')\\n \\n # Check drivers on ORG-hand constraints\\n print(\\\"Checking drivers on hand constraints:\\\")\\n print(\\\"=\\\" * 50)\\n \\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n print(f\\\"\\\\nORG-hand.{side} constraints:\\\")\\n for i, constraint in enumerate(org_hand.constraints):\\n print(f\\\"\\\\n Constraint {i}: {constraint.name} ({constraint.type})\\\")\\n print(f\\\" Influence: {constraint.influence}\\\")\\n \\n # Check for drivers\\n if constraint.driver:\\n print(f\\\" Has driver: ✓\\\")\\n for var in constraint.driver.variables:\\n print(f\\\" Variable: {var.name}\\\")\\n for target in var.targets:\\n print(f\\\" Target: {target.id.name if target.id else 'None'}\\\")\\n print(f\\\" Data Path: {target.data_path}\\\")\\n else:\\n print(f\\\" Has driver: ✗\\\")\\n \\n # Check the IK chain - find which bone has the IK constraint\\n print(\\\"\\\\n\\\" + \\\"=\\\" * 50)\\n print(\\\"IK Chain Setup:\\\")\\n \\n for side in ['L', 'R']:\\n # Check upper arm IK target\\n ik_target = armature.pose.bones.get(f'MCH-upper_arm_ik_target.{side}')\\n if ik_target:\\n print(f\\\"\\\\nMCH-upper_arm_ik_target.{side}:\\\")\\n print(f\\\" Location: {ik_target.location}\\\")\\n print(f\\\" Rotation: {ik_target.rotation_euler}\\\")\\n \\n # Find which bone in the arm chain has the IK constraint\\n arm_chain = ['upper_arm', 'forearm', 'hand']\\n for bone_part in arm_chain:\\n bone_name = f'ORG-{bone_part}.{side}'\\n bone = armature.pose.bones.get(bone_name)\\n if bone:\\n for constraint in bone.constraints:\\n if constraint.type == 'IK':\\n print(f\\\"\\\\n{bone_name} has IK constraint:\\\")\\n print(f\\\" Target: {constraint.target.name if constraint.target else 'None'}\\\")\\n print(f\\\" Subtarget: {constraint.subtarget}\\\")\\n print(f\\\" Chain Length: {constraint.chain_count}\\\")\\n print(f\\\" Influence: {constraint.influence}\\\")\\n print(f\\\" Use Location: {constraint.use_location}\\\")\\n print(f\\\" Use Rotation: {constraint.use_rotation}\\\")\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Error executing code: Communication error with Blender: Code execution error: 'CopyTransformsConstraint' object has no attribute 'driver'\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +
+Tool use: **mcp-blender-user-blender-execute_blender_code** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "execute_blender_code", + "parameters": "{\"code\":\"import bpy\\n\\n# Check the actual constraint setup more carefully\\narmature = bpy.data.objects.get(\\\"Gregory-RIG\\\")\\nif not armature:\\n print(\\\"✗ Gregory-RIG not found!\\\")\\nelse:\\n bpy.context.view_layer.objects.active = armature\\n bpy.ops.object.mode_set(mode='POSE')\\n \\n print(\\\"Detailed Constraint Analysis:\\\")\\n print(\\\"=\\\" * 50)\\n \\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n print(f\\\"\\\\nORG-hand.{side}:\\\")\\n print(f\\\" Total constraints: {len(org_hand.constraints)}\\\")\\n \\n for constraint in org_hand.constraints:\\n print(f\\\"\\\\n {constraint.name} ({constraint.type}):\\\")\\n print(f\\\" Target: {constraint.target.name if constraint.target else 'None'}\\\")\\n print(f\\\" Subtarget: {constraint.subtarget}\\\")\\n print(f\\\" Influence: {constraint.influence}\\\")\\n \\n # Check if this is mixing FK and IK\\n if constraint.subtarget:\\n if 'fk' in constraint.subtarget.lower():\\n print(f\\\" → This is FK control\\\")\\n elif 'ik' in constraint.subtarget.lower():\\n print(f\\\" → This is IK control\\\")\\n \\n # Check constraint settings\\n if constraint.type == 'COPY_TRANSFORMS':\\n print(f\\\" Mix Mode: {constraint.mix_mode}\\\")\\n print(f\\\" Target Space: {constraint.target_space}\\\")\\n print(f\\\" Owner Space: {constraint.owner_space}\\\")\\n \\n # Check if there's a switch property\\n print(\\\"\\\\n\\\" + \\\"=\\\" * 50)\\n print(\\\"Checking for IK/FK switch properties:\\\")\\n \\n # Look for common switch property names\\n switch_props = ['ik_fk_switch', 'IK_FK', 'ik_fk', 'switch', 'IKFK']\\n for prop_name in switch_props:\\n if prop_name in armature.data.keys():\\n print(f\\\" Found property: {prop_name} = {armature.data[prop_name]}\\\")\\n \\n # Check pose bone properties\\n sample_bone = armature.pose.bones[0] if armature.pose.bones else None\\n if sample_bone:\\n print(f\\\"\\\\nSample bone properties (first bone: {sample_bone.name}):\\\")\\n for key in sample_bone.keys():\\n print(f\\\" {key}: {sample_bone[key]}\\\")\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: Detailed Constraint Analysis:\\n==================================================\\n\\nORG-hand.L:\\n Total constraints: 2\\n\\n Copy Transforms (COPY_TRANSFORMS):\\n Target: Gregory-RIG\\n Subtarget: hand_fk.L\\n Influence: 1.0\\n → This is FK control\\n Mix Mode: REPLACE\\n Target Space: WORLD\\n Owner Space: WORLD\\n\\n Copy Transforms.001 (COPY_TRANSFORMS):\\n Target: Gregory-RIG\\n Subtarget: MCH-upper_arm_ik_target.L\\n Influence: 1.0\\n → This is IK control\\n Mix Mode: REPLACE\\n Target Space: WORLD\\n Owner Space: WORLD\\n\\nORG-hand.R:\\n Total constraints: 2\\n\\n Copy Transforms (COPY_TRANSFORMS):\\n Target: Gregory-RIG\\n Subtarget: hand_fk.R\\n Influence: 1.0\\n → This is FK control\\n Mix Mode: REPLACE\\n Target Space: WORLD\\n Owner Space: WORLD\\n\\n Copy Transforms.001 (COPY_TRANSFORMS):\\n Target: Gregory-RIG\\n Subtarget: MCH-upper_arm_ik_target.R\\n Influence: 1.0\\n → This is IK control\\n Mix Mode: REPLACE\\n Target Space: WORLD\\n Owner Space: WORLD\\n\\n==================================================\\nChecking for IK/FK switch properties:\\n\\nSample bone properties (first bone: Root):\\n\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +Both FK and IK constraints are active (influence 1.0), causing conflict. Checking for drivers on the constraint influence values: + + +--- + + +
+Tool use: **mcp-blender-user-blender-execute_blender_code** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "execute_blender_code", + "parameters": "{\"code\":\"import bpy\\n\\n# Check constraint influence drivers properly\\narmature = bpy.data.objects.get(\\\"Gregory-RIG\\\")\\nif not armature:\\n print(\\\"✗ Gregory-RIG not found!\\\")\\nelse:\\n bpy.context.view_layer.objects.active = armature\\n bpy.ops.object.mode_set(mode='POSE')\\n \\n print(\\\"Checking Constraint Influence Drivers:\\\")\\n print(\\\"=\\\" * 50)\\n \\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n print(f\\\"\\\\nORG-hand.{side}:\\\")\\n for i, constraint in enumerate(org_hand.constraints):\\n print(f\\\"\\\\n Constraint {i}: {constraint.name}\\\")\\n \\n # Check for drivers on influence\\n try:\\n if constraint.id_data.animation_data:\\n for fcurve in constraint.id_data.animation_data.drivers:\\n if fcurve.data_path.endswith(f'constraints[\\\"{constraint.name}\\\"].influence'):\\n print(f\\\" ✓ Has driver on influence\\\")\\n for var in fcurve.driver.variables:\\n print(f\\\" Variable: {var.name}\\\")\\n for target in var.targets:\\n if target.id:\\n print(f\\\" Target: {target.id.name}\\\")\\n print(f\\\" Data Path: {target.data_path}\\\")\\n except:\\n pass\\n \\n # Also check if there's a custom property controlling this\\n print(f\\\" Current influence: {constraint.influence}\\\")\\n \\n # Check for IK/FK switch in armature data or pose bones\\n print(\\\"\\\\n\\\" + \\\"=\\\" * 50)\\n print(\\\"Searching for IK/FK switch properties:\\\")\\n \\n # Check armature data properties\\n for key in armature.data.keys():\\n if 'ik' in key.lower() or 'fk' in key.lower() or 'switch' in key.lower():\\n print(f\\\" Armature data property: {key} = {armature.data[key]}\\\")\\n \\n # Check a control bone for switch properties\\n for side in ['L', 'R']:\\n fk_control = armature.pose.bones.get(f'hand_fk.{side}')\\n ik_control = armature.pose.bones.get(f'hand_ik.{side}')\\n \\n if fk_control:\\n print(f\\\"\\\\nhand_fk.{side} properties:\\\")\\n for key in fk_control.keys():\\n if 'ik' in key.lower() or 'fk' in key.lower() or 'switch' in key.lower():\\n print(f\\\" {key}: {fk_control[key]}\\\")\\n \\n if ik_control:\\n print(f\\\"\\\\nhand_ik.{side} properties:\\\")\\n for key in ik_control.keys():\\n if 'ik' in key.lower() or 'fk' in key.lower() or 'switch' in key.lower():\\n print(f\\\" {key}: {ik_control[key]}\\\")\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: Checking Constraint Influence Drivers:\\n==================================================\\n\\nORG-hand.L:\\n\\n Constraint 0: Copy Transforms\\n ✓ Has driver on influence\\n Variable: eyes_follow\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"eyes\\\"][\\\"eyes_follow\\\"]\\n ✓ Has driver on influence\\n Variable: var\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"thigh_parent.L\\\"][\\\"IK_FK\\\"]\\n ✓ Has driver on influence\\n Variable: var\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"thigh_parent.R\\\"][\\\"IK_FK\\\"]\\n Current influence: 1.0\\n\\n Constraint 1: Copy Transforms.001\\n ✓ Has driver on influence\\n Variable: mouth_lock\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"jaw_master\\\"][\\\"mouth_lock\\\"]\\n ✓ Has driver on influence\\n Variable: mouth_lock\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"jaw_master\\\"][\\\"mouth_lock\\\"]\\n ✓ Has driver on influence\\n Variable: mouth_lock\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"jaw_master\\\"][\\\"mouth_lock\\\"]\\n ✓ Has driver on influence\\n Variable: mouth_lock\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"jaw_master\\\"][\\\"mouth_lock\\\"]\\n ✓ Has driver on influence\\n Variable: var\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"upper_arm_parent.L\\\"][\\\"IK_FK\\\"]\\n ✓ Has driver on influence\\n Variable: var\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"upper_arm_parent.L\\\"][\\\"IK_FK\\\"]\\n ✓ Has driver on influence\\n Variable: var\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"upper_arm_parent.R\\\"][\\\"IK_FK\\\"]\\n ✓ Has driver on influence\\n Variable: var\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"upper_arm_parent.R\\\"][\\\"IK_FK\\\"]\\n ✓ Has driver on influence\\n Variable: var\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"thigh_parent.L\\\"][\\\"IK_FK\\\"]\\n ✓ Has driver on influence\\n Variable: var\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"thigh_parent.L\\\"][\\\"IK_FK\\\"]\\n ✓ Has driver on influence\\n Variable: var\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"thigh_parent.R\\\"][\\\"IK_FK\\\"]\\n ✓ Has driver on influence\\n Variable: var\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"thigh_parent.R\\\"][\\\"IK_FK\\\"]\\n Current influence: 1.0\\n\\nORG-hand.R:\\n\\n Constraint 0: Copy Transforms\\n ✓ Has driver on influence\\n Variable: eyes_follow\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"eyes\\\"][\\\"eyes_follow\\\"]\\n ✓ Has driver on influence\\n Variable: var\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"thigh_parent.L\\\"][\\\"IK_FK\\\"]\\n ✓ Has driver on influence\\n Variable: var\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"thigh_parent.R\\\"][\\\"IK_FK\\\"]\\n Current influence: 1.0\\n\\n Constraint 1: Copy Transforms.001\\n ✓ Has driver on influence\\n Variable: mouth_lock\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"jaw_master\\\"][\\\"mouth_lock\\\"]\\n ✓ Has driver on influence\\n Variable: mouth_lock\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"jaw_master\\\"][\\\"mouth_lock\\\"]\\n ✓ Has driver on influence\\n Variable: mouth_lock\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"jaw_master\\\"][\\\"mouth_lock\\\"]\\n ✓ Has driver on influence\\n Variable: mouth_lock\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"jaw_master\\\"][\\\"mouth_lock\\\"]\\n ✓ Has driver on influence\\n Variable: var\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"upper_arm_parent.L\\\"][\\\"IK_FK\\\"]\\n ✓ Has driver on influence\\n Variable: var\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"upper_arm_parent.L\\\"][\\\"IK_FK\\\"]\\n ✓ Has driver on influence\\n Variable: var\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"upper_arm_parent.R\\\"][\\\"IK_FK\\\"]\\n ✓ Has driver on influence\\n Variable: var\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"upper_arm_parent.R\\\"][\\\"IK_FK\\\"]\\n ✓ Has driver on influence\\n Variable: var\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"thigh_parent.L\\\"][\\\"IK_FK\\\"]\\n ✓ Has driver on influence\\n Variable: var\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"thigh_parent.L\\\"][\\\"IK_FK\\\"]\\n ✓ Has driver on influence\\n Variable: var\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"thigh_parent.R\\\"][\\\"IK_FK\\\"]\\n ✓ Has driver on influence\\n Variable: var\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"thigh_parent.R\\\"][\\\"IK_FK\\\"]\\n Current influence: 1.0\\n\\n==================================================\\nSearching for IK/FK switch properties:\\n\\nhand_fk.L properties:\\n\\nhand_ik.L properties:\\n\\nhand_fk.R properties:\\n\\nhand_ik.R properties:\\n\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +
+Tool use: **mcp-blender-user-blender-execute_blender_code** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "execute_blender_code", + "parameters": "{\"code\":\"import bpy\\n\\n# Check what MCH-upper_arm_ik_target actually does\\narmature = bpy.data.objects.get(\\\"Gregory-RIG\\\")\\nif not armature:\\n print(\\\"✗ Gregory-RIG not found!\\\")\\nelse:\\n bpy.context.view_layer.objects.active = armature\\n bpy.ops.object.mode_set(mode='POSE')\\n \\n print(\\\"IK Target Chain Analysis:\\\")\\n print(\\\"=\\\" * 50)\\n \\n for side in ['L', 'R']:\\n print(f\\\"\\\\n{side} side:\\\")\\n \\n # Check the IK target hierarchy\\n ik_target = armature.pose.bones.get(f'MCH-upper_arm_ik_target.{side}')\\n hand_ik = armature.pose.bones.get(f'hand_ik.{side}')\\n \\n if ik_target:\\n print(f\\\"\\\\nMCH-upper_arm_ik_target.{side}:\\\")\\n print(f\\\" Parent: {ik_target.parent.name if ik_target.parent else 'None'}\\\")\\n print(f\\\" Constraints: {len(ik_target.constraints)}\\\")\\n for constraint in ik_target.constraints:\\n print(f\\\" - {constraint.type}: {constraint.name}\\\")\\n \\n if hand_ik:\\n print(f\\\"\\\\nhand_ik.{side}:\\\")\\n print(f\\\" Parent: {hand_ik.parent.name if hand_ik.parent else 'None'}\\\")\\n print(f\\\" Location: {hand_ik.location}\\\")\\n print(f\\\" Constraints: {len(hand_ik.constraints)}\\\")\\n \\n # Check if hand_ik should be controlling MCH-upper_arm_ik_target\\n print(f\\\"\\\\nChecking if hand_ik.{side} should control MCH-upper_arm_ik_target.{side}:\\\")\\n if ik_target and hand_ik:\\n # Check if there's a constraint linking them\\n for constraint in ik_target.constraints:\\n if constraint.subtarget == f'hand_ik.{side}':\\n print(f\\\" ✓ Found constraint linking them\\\")\\n print(f\\\" Type: {constraint.type}\\\")\\n print(f\\\" Influence: {constraint.influence}\\\")\\n \\n # Check if hand_ik is parented to ik_target or vice versa\\n if ik_target.parent == hand_ik:\\n print(f\\\" ✓ hand_ik is parent of ik_target\\\")\\n elif hand_ik.parent == ik_target:\\n print(f\\\" ✓ ik_target is parent of hand_ik\\\")\\n else:\\n print(f\\\" ✗ No direct parent relationship\\\")\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: IK Target Chain Analysis:\\n==================================================\\n\\nL side:\\n\\nMCH-upper_arm_ik_target.L:\\n Parent: hand_ik.L\\n Constraints: 1\\n - COPY_LOCATION: Copy Location\\n\\nhand_ik.L:\\n Parent: MCH-hand_ik.parent.L\\n Location: <Vector (0.0000, 0.0000, 0.0000)>\\n Constraints: 0\\n\\nChecking if hand_ik.L should control MCH-upper_arm_ik_target.L:\\n ✓ hand_ik is parent of ik_target\\n\\nR side:\\n\\nMCH-upper_arm_ik_target.R:\\n Parent: hand_ik.R\\n Constraints: 1\\n - COPY_LOCATION: Copy Location\\n\\nhand_ik.R:\\n Parent: MCH-hand_ik.parent.R\\n Location: <Vector (0.0000, 0.0000, 0.0000)>\\n Constraints: 0\\n\\nChecking if hand_ik.R should control MCH-upper_arm_ik_target.R:\\n ✓ hand_ik is parent of ik_target\\n\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +Drivers exist but may be misconfigured. Checking the driver expressions to see how they control the IK/FK switch: + + +--- + + +
+Tool use: **mcp-blender-user-blender-execute_blender_code** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "execute_blender_code", + "parameters": "{\"code\":\"import bpy\\n\\n# Check the actual driver expressions\\narmature = bpy.data.objects.get(\\\"Gregory-RIG\\\")\\nif not armature:\\n print(\\\"✗ Gregory-RIG not found!\\\")\\nelse:\\n bpy.context.view_layer.objects.active = armature\\n bpy.ops.object.mode_set(mode='POSE')\\n \\n print(\\\"Driver Expression Analysis:\\\")\\n print(\\\"=\\\" * 50)\\n \\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n print(f\\\"\\\\nORG-hand.{side} constraint drivers:\\\")\\n \\n # Get the armature's animation data\\n if armature.animation_data:\\n for fcurve in armature.animation_data.drivers:\\n if f'ORG-hand.{side}' in fcurve.data_path and 'influence' in fcurve.data_path:\\n print(f\\\"\\\\n Driver: {fcurve.data_path}\\\")\\n print(f\\\" Expression: {fcurve.driver.expression}\\\")\\n print(f\\\" Type: {fcurve.driver.type}\\\")\\n \\n for var in fcurve.driver.variables:\\n print(f\\\" Variable '{var.name}':\\\")\\n for target in var.targets:\\n if target.id:\\n print(f\\\" Target: {target.id.name}\\\")\\n print(f\\\" Data Path: {target.data_path}\\\")\\n print(f\\\" Bone: {target.bone_target if hasattr(target, 'bone_target') else 'N/A'}\\\")\\n \\n # Check the IK_FK property values\\n print(\\\"\\\\n\\\" + \\\"=\\\" * 50)\\n print(\\\"Current IK_FK switch values:\\\")\\n \\n for side in ['L', 'R']:\\n upper_arm_parent = armature.pose.bones.get(f'upper_arm_parent.{side}')\\n if upper_arm_parent and 'IK_FK' in upper_arm_parent.keys():\\n ik_fk_value = upper_arm_parent['IK_FK']\\n print(f\\\" upper_arm_parent.{side}.IK_FK = {ik_fk_value}\\\")\\n print(f\\\" (0 = FK, 1 = IK)\\\")\\n else:\\n print(f\\\" upper_arm_parent.{side}: IK_FK property not found\\\")\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: Driver Expression Analysis:\\n==================================================\\n\\nORG-hand.L constraint drivers:\\n\\n Driver: pose.bones[\\\"ORG-hand.L\\\"].constraints[\\\"Copy Transforms.001\\\"].influence\\n Expression: 1.0\\n Type: SUM\\n Variable 'var':\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"upper_arm_parent.L\\\"][\\\"IK_FK\\\"]\\n Bone: \\n\\nORG-hand.R constraint drivers:\\n\\n Driver: pose.bones[\\\"ORG-hand.R\\\"].constraints[\\\"Copy Transforms.001\\\"].influence\\n Expression: 1.0\\n Type: SUM\\n Variable 'var':\\n Target: Gregory-RIG\\n Data Path: pose.bones[\\\"upper_arm_parent.R\\\"][\\\"IK_FK\\\"]\\n Bone: \\n\\n==================================================\\nCurrent IK_FK switch values:\\n upper_arm_parent.L.IK_FK = 0.0\\n (0 = FK, 1 = IK)\\n upper_arm_parent.R.IK_FK = 0.0\\n (0 = FK, 1 = IK)\\n\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +
+Tool use: **mcp-blender-user-blender-execute_blender_code** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "execute_blender_code", + "parameters": "{\"code\":\"import bpy\\n\\n# Let's check the actual driver setup more systematically\\narmature = bpy.data.objects.get(\\\"Gregory-RIG\\\")\\nif not armature:\\n print(\\\"✗ Gregory-RIG not found!\\\")\\nelse:\\n bpy.context.view_layer.objects.active = armature\\n bpy.ops.object.mode_set(mode='POSE')\\n \\n print(\\\"Systematic Driver Check:\\\")\\n print(\\\"=\\\" * 50)\\n \\n # Check each constraint's influence driver\\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n print(f\\\"\\\\nORG-hand.{side}:\\\")\\n \\n for i, constraint in enumerate(org_hand.constraints):\\n print(f\\\"\\\\n Constraint {i}: {constraint.name} (targets: {constraint.subtarget})\\\")\\n \\n # Get the data path for this constraint's influence\\n constraint_path = f'pose.bones[\\\"ORG-hand.{side}\\\"].constraints[\\\"{constraint.name}\\\"].influence'\\n \\n # Check if there's a driver\\n if armature.animation_data:\\n for driver in armature.animation_data.drivers:\\n if driver.data_path == constraint_path:\\n print(f\\\" ✓ Driver found!\\\")\\n print(f\\\" Expression: {driver.driver.expression}\\\")\\n print(f\\\" Type: {driver.driver.type}\\\")\\n \\n # Check variables\\n for var in driver.driver.variables:\\n print(f\\\" Variable '{var.name}':\\\")\\n for target in var.targets:\\n if target.id:\\n print(f\\\" Target ID: {target.id.name}\\\")\\n if hasattr(target, 'data_path') and target.data_path:\\n print(f\\\" Data Path: {target.data_path}\\\")\\n if hasattr(target, 'bone_target') and target.bone_target:\\n print(f\\\" Bone: {target.bone_target}\\\")\\n \\n # Evaluate what the driver should be\\n try:\\n evaluated_value = driver.driver.expression\\n print(f\\\" Expression evaluates to: {evaluated_value}\\\")\\n except:\\n pass\\n else:\\n print(f\\\" ✗ No animation data found\\\")\\n \\n print(f\\\" Current influence value: {constraint.influence}\\\")\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: Systematic Driver Check:\\n==================================================\\n\\nORG-hand.L:\\n\\n Constraint 0: Copy Transforms (targets: hand_fk.L)\\n Current influence value: 1.0\\n\\n Constraint 1: Copy Transforms.001 (targets: MCH-upper_arm_ik_target.L)\\n ✓ Driver found!\\n Expression: 1.0\\n Type: SUM\\n Variable 'var':\\n Target ID: Gregory-RIG\\n Data Path: pose.bones[\\\"upper_arm_parent.L\\\"][\\\"IK_FK\\\"]\\n Expression evaluates to: 1.0\\n Current influence value: 1.0\\n\\nORG-hand.R:\\n\\n Constraint 0: Copy Transforms (targets: hand_fk.R)\\n Current influence value: 1.0\\n\\n Constraint 1: Copy Transforms.001 (targets: MCH-upper_arm_ik_target.R)\\n ✓ Driver found!\\n Expression: 1.0\\n Type: SUM\\n Variable 'var':\\n Target ID: Gregory-RIG\\n Data Path: pose.bones[\\\"upper_arm_parent.R\\\"][\\\"IK_FK\\\"]\\n Expression evaluates to: 1.0\\n Current influence value: 1.0\\n\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +The driver expression is set to `1.0` (constant), so the IK constraint is always active regardless of the IK_FK switch. The FK constraint also lacks a proper driver. Fixing both driver expressions: + + +--- + + +
+Tool use: **mcp-blender-user-blender-execute_blender_code** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "execute_blender_code", + "parameters": "{\"code\":\"import bpy\\n\\n# Fix the driver expressions for IK/FK switching\\narmature = bpy.data.objects.get(\\\"Gregory-RIG\\\")\\nif not armature:\\n print(\\\"✗ Gregory-RIG not found!\\\")\\nelse:\\n bpy.context.view_layer.objects.active = armature\\n bpy.ops.object.mode_set(mode='POSE')\\n \\n print(\\\"Fixing IK/FK driver expressions:\\\")\\n print(\\\"=\\\" * 50)\\n \\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n print(f\\\"\\\\nFixing ORG-hand.{side}:\\\")\\n \\n # Find the FK constraint (first one, targets hand_fk)\\n fk_constraint = None\\n ik_constraint = None\\n \\n for constraint in org_hand.constraints:\\n if 'hand_fk' in constraint.subtarget:\\n fk_constraint = constraint\\n elif 'ik_target' in constraint.subtarget:\\n ik_constraint = constraint\\n \\n if fk_constraint and ik_constraint:\\n print(f\\\" FK constraint: {fk_constraint.name} (targets: {fk_constraint.subtarget})\\\")\\n print(f\\\" IK constraint: {ik_constraint.name} (targets: {ik_constraint.subtarget})\\\")\\n \\n # Get the data paths\\n fk_path = f'pose.bones[\\\"ORG-hand.{side}\\\"].constraints[\\\"{fk_constraint.name}\\\"].influence'\\n ik_path = f'pose.bones[\\\"ORG-hand.{side}\\\"].constraints[\\\"{ik_constraint.name}\\\"].influence'\\n \\n # Fix IK constraint driver (should be: var, where var = IK_FK)\\n if armature.animation_data:\\n for driver in armature.animation_data.drivers:\\n if driver.data_path == ik_path:\\n print(f\\\"\\\\n Fixing IK constraint driver:\\\")\\n print(f\\\" Old expression: {driver.driver.expression}\\\")\\n driver.driver.expression = \\\"var\\\" # Use IK_FK value directly\\n print(f\\\" New expression: {driver.driver.expression}\\\")\\n \\n # Verify the variable is set up correctly\\n for var in driver.driver.variables:\\n print(f\\\" Variable '{var.name}' reads from: {var.targets[0].data_path}\\\")\\n \\n # Check if FK constraint has a driver, if not, add one\\n fk_has_driver = False\\n for driver in armature.animation_data.drivers:\\n if driver.data_path == fk_path:\\n fk_has_driver = True\\n print(f\\\"\\\\n Fixing FK constraint driver:\\\")\\n print(f\\\" Old expression: {driver.driver.expression}\\\")\\n driver.driver.expression = \\\"1 - var\\\" # Inverse of IK_FK\\n print(f\\\" New expression: {driver.driver.expression}\\\")\\n break\\n \\n if not fk_has_driver:\\n print(f\\\"\\\\n ⚠️ FK constraint has no driver - adding one...\\\")\\n # Create driver for FK constraint\\n fcurve = armature.animation_data.drivers.from_existing(\\n armature.animation_data.drivers.find(ik_path)\\n )\\n # Actually, we need to create it properly\\n # Let's use a different approach - modify the constraint directly\\n print(f\\\" Note: Will need to add driver manually or use constraint mix mode\\\")\\n \\n # Update the scene to refresh drivers\\n bpy.context.view_layer.update()\\n \\n print(f\\\"\\\\n ✓ Updated drivers for {side} side\\\")\\n print(f\\\" FK influence should be: 1 - IK_FK (FK mode when IK_FK = 0)\\\")\\n print(f\\\" IK influence should be: IK_FK (IK mode when IK_FK = 1)\\\")\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Error executing code: Communication error with Blender: Code execution error: AnimDataDrivers.from_existing(): required parameter \\\"src_driver\\\" to be a keyword argument!\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +Fixing the driver expressions using the correct Blender API: + + +--- + + +
+Tool use: **mcp-blender-user-blender-execute_blender_code** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "execute_blender_code", + "parameters": "{\"code\":\"import bpy\\n\\n# Fix the driver expressions properly\\narmature = bpy.data.objects.get(\\\"Gregory-RIG\\\")\\nif not armature:\\n print(\\\"✗ Gregory-RIG not found!\\\")\\nelse:\\n bpy.context.view_layer.objects.active = armature\\n bpy.ops.object.mode_set(mode='POSE')\\n \\n print(\\\"Fixing IK/FK driver expressions:\\\")\\n print(\\\"=\\\" * 50)\\n \\n # Ensure animation data exists\\n if not armature.animation_data:\\n armature.animation_data_create()\\n \\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n print(f\\\"\\\\nFixing ORG-hand.{side}:\\\")\\n \\n # Find the constraints\\n fk_constraint = None\\n ik_constraint = None\\n \\n for constraint in org_hand.constraints:\\n if 'hand_fk' in constraint.subtarget:\\n fk_constraint = constraint\\n elif 'ik_target' in constraint.subtarget:\\n ik_constraint = constraint\\n \\n if fk_constraint and ik_constraint:\\n print(f\\\" FK constraint: {fk_constraint.name}\\\")\\n print(f\\\" IK constraint: {ik_constraint.name}\\\")\\n \\n # Fix IK constraint driver\\n ik_path = f'pose.bones[\\\"ORG-hand.{side}\\\"].constraints[\\\"{ik_constraint.name}\\\"].influence'\\n \\n # Find and fix the IK driver\\n ik_driver = None\\n if armature.animation_data:\\n for driver in armature.animation_data.drivers:\\n if driver.data_path == ik_path:\\n ik_driver = driver\\n break\\n \\n if ik_driver:\\n print(f\\\"\\\\n Fixing IK constraint driver:\\\")\\n print(f\\\" Old expression: {ik_driver.driver.expression}\\\")\\n ik_driver.driver.expression = \\\"var\\\"\\n print(f\\\" New expression: {ik_driver.driver.expression}\\\")\\n \\n # Verify variable setup\\n if ik_driver.driver.variables:\\n var = ik_driver.driver.variables[0]\\n print(f\\\" Variable reads from: {var.targets[0].data_path}\\\")\\n \\n # Check/create FK constraint driver\\n fk_path = f'pose.bones[\\\"ORG-hand.{side}\\\"].constraints[\\\"{fk_constraint.name}\\\"].influence'\\n \\n fk_driver = None\\n if armature.animation_data:\\n for driver in armature.animation_data.drivers:\\n if driver.data_path == fk_path:\\n fk_driver = driver\\n break\\n \\n if fk_driver:\\n print(f\\\"\\\\n Fixing FK constraint driver:\\\")\\n print(f\\\" Old expression: {fk_driver.driver.expression}\\\")\\n fk_driver.driver.expression = \\\"1 - var\\\"\\n print(f\\\" New expression: {fk_driver.driver.expression}\\\")\\n else:\\n print(f\\\"\\\\n Creating FK constraint driver...\\\")\\n # Create new driver for FK constraint\\n fk_driver = armature.animation_data.drivers.from_existing(ik_driver)\\n fk_driver.data_path = fk_path\\n fk_driver.driver.expression = \\\"1 - var\\\"\\n print(f\\\" ✓ Created FK driver with expression: {fk_driver.driver.expression}\\\")\\n \\n # Update to refresh\\n bpy.context.view_layer.update()\\n \\n print(f\\\"\\\\n ✓ Drivers updated for {side} side\\\")\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Error executing code: Communication error with Blender: Code execution error: AnimDataDrivers.from_existing(): required parameter \\\"src_driver\\\" to be a keyword argument!\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +Creating the FK driver correctly: + + +--- + + +
+Tool use: **mcp-blender-user-blender-execute_blender_code** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "execute_blender_code", + "parameters": "{\"code\":\"import bpy\\n\\n# Fix the driver expressions properly\\narmature = bpy.data.objects.get(\\\"Gregory-RIG\\\")\\nif not armature:\\n print(\\\"✗ Gregory-RIG not found!\\\")\\nelse:\\n bpy.context.view_layer.objects.active = armature\\n bpy.ops.object.mode_set(mode='POSE')\\n \\n print(\\\"Fixing IK/FK driver expressions:\\\")\\n print(\\\"=\\\" * 50)\\n \\n # Ensure animation data exists\\n if not armature.animation_data:\\n armature.animation_data_create()\\n \\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n print(f\\\"\\\\nFixing ORG-hand.{side}:\\\")\\n \\n # Find the constraints\\n fk_constraint = None\\n ik_constraint = None\\n \\n for constraint in org_hand.constraints:\\n if 'hand_fk' in constraint.subtarget:\\n fk_constraint = constraint\\n elif 'ik_target' in constraint.subtarget:\\n ik_constraint = constraint\\n \\n if fk_constraint and ik_constraint:\\n print(f\\\" FK constraint: {fk_constraint.name}\\\")\\n print(f\\\" IK constraint: {ik_constraint.name}\\\")\\n \\n # Fix IK constraint driver\\n ik_path = f'pose.bones[\\\"ORG-hand.{side}\\\"].constraints[\\\"{ik_constraint.name}\\\"].influence'\\n \\n # Find and fix the IK driver\\n ik_driver = None\\n if armature.animation_data:\\n for driver in armature.animation_data.drivers:\\n if driver.data_path == ik_path:\\n ik_driver = driver\\n break\\n \\n if ik_driver:\\n print(f\\\"\\\\n Fixing IK constraint driver:\\\")\\n print(f\\\" Old expression: {ik_driver.driver.expression}\\\")\\n ik_driver.driver.expression = \\\"var\\\"\\n print(f\\\" New expression: {ik_driver.driver.expression}\\\")\\n \\n # Check/create FK constraint driver\\n fk_path = f'pose.bones[\\\"ORG-hand.{side}\\\"].constraints[\\\"{fk_constraint.name}\\\"].influence'\\n \\n fk_driver = None\\n if armature.animation_data:\\n for driver in armature.animation_data.drivers:\\n if driver.data_path == fk_path:\\n fk_driver = driver\\n break\\n \\n if fk_driver:\\n print(f\\\"\\\\n Fixing FK constraint driver:\\\")\\n print(f\\\" Old expression: {fk_driver.driver.expression}\\\")\\n fk_driver.driver.expression = \\\"1 - var\\\"\\n print(f\\\" New expression: {fk_driver.driver.expression}\\\")\\n else:\\n print(f\\\"\\\\n Creating FK constraint driver...\\\")\\n # Create new driver for FK constraint by copying IK driver structure\\n fk_driver = armature.animation_data.drivers.new(fk_path)\\n fk_driver.driver.type = 'SCRIPTED'\\n fk_driver.driver.expression = \\\"1 - var\\\"\\n \\n # Copy variable from IK driver\\n if ik_driver and ik_driver.driver.variables:\\n ik_var = ik_driver.driver.variables[0]\\n fk_var = fk_driver.driver.variables.new()\\n fk_var.name = ik_var.name\\n fk_var.type = ik_var.type\\n fk_var.targets[0].id = ik_var.targets[0].id\\n fk_var.targets[0].data_path = ik_var.targets[0].data_path\\n print(f\\\" ✓ Created FK driver with expression: {fk_driver.driver.expression}\\\")\\n \\n # Update to refresh\\n bpy.context.view_layer.update()\\n \\n print(f\\\"\\\\n ✓ Drivers updated for {side} side\\\")\\n \\n # Test the values\\n upper_arm_parent = armature.pose.bones.get(f'upper_arm_parent.{side}')\\n if upper_arm_parent and 'IK_FK' in upper_arm_parent.keys():\\n ik_fk_value = upper_arm_parent['IK_FK']\\n print(f\\\"\\\\n Current IK_FK value: {ik_fk_value}\\\")\\n print(f\\\" FK influence should be: {1 - ik_fk_value}\\\")\\n print(f\\\" IK influence should be: {ik_fk_value}\\\")\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: Fixing IK/FK driver expressions:\\n==================================================\\n\\nFixing ORG-hand.L:\\n FK constraint: Copy Transforms\\n IK constraint: Copy Transforms.001\\n\\n Fixing IK constraint driver:\\n Old expression: var\\n New expression: var\\n\\n Creating FK constraint driver...\\n ✓ Created FK driver with expression: 1 - var\\n\\n ✓ Drivers updated for L side\\n\\n Current IK_FK value: 0.0\\n FK influence should be: 1.0\\n IK influence should be: 0.0\\n\\nFixing ORG-hand.R:\\n FK constraint: Copy Transforms\\n IK constraint: Copy Transforms.001\\n\\n Fixing IK constraint driver:\\n Old expression: 1.0\\n New expression: var\\n\\n Creating FK constraint driver...\\n ✓ Created FK driver with expression: 1 - var\\n\\n ✓ Drivers updated for R side\\n\\n Current IK_FK value: 0.0\\n FK influence should be: 1.0\\n IK influence should be: 0.0\\n\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +Verifying the fix and checking current constraint influences: + + +--- + + +
+Tool use: **mcp-blender-user-blender-execute_blender_code** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "execute_blender_code", + "parameters": "{\"code\":\"import bpy\\n\\n# Verify the fix\\narmature = bpy.data.objects.get(\\\"Gregory-RIG\\\")\\nif not armature:\\n print(\\\"✗ Gregory-RIG not found!\\\")\\nelse:\\n bpy.context.view_layer.objects.active = armature\\n bpy.ops.object.mode_set(mode='POSE')\\n \\n # Force update\\n bpy.context.view_layer.update()\\n \\n print(\\\"Verification - Current Constraint Influences:\\\")\\n print(\\\"=\\\" * 50)\\n \\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n print(f\\\"\\\\nORG-hand.{side}:\\\")\\n \\n upper_arm_parent = armature.pose.bones.get(f'upper_arm_parent.{side}')\\n ik_fk_value = upper_arm_parent['IK_FK'] if upper_arm_parent and 'IK_FK' in upper_arm_parent.keys() else None\\n \\n for constraint in org_hand.constraints:\\n print(f\\\" {constraint.name} (targets: {constraint.subtarget}):\\\")\\n print(f\\\" Influence: {constraint.influence}\\\")\\n if 'fk' in constraint.subtarget.lower():\\n print(f\\\" → FK constraint\\\")\\n elif 'ik' in constraint.subtarget.lower():\\n print(f\\\" → IK constraint\\\")\\n \\n if ik_fk_value is not None:\\n print(f\\\"\\\\n IK_FK switch: {ik_fk_value} (0=FK, 1=IK)\\\")\\n print(f\\\" Expected: FK={1-ik_fk_value}, IK={ik_fk_value}\\\")\\n \\n print(\\\"\\\\n\\\" + \\\"=\\\" * 50)\\n print(\\\"Testing: Set IK_FK to 1.0 to verify IK mode works...\\\")\\n \\n # Test setting IK mode\\n for side in ['L', 'R']:\\n upper_arm_parent = armature.pose.bones.get(f'upper_arm_parent.{side}')\\n if upper_arm_parent and 'IK_FK' in upper_arm_parent.keys():\\n upper_arm_parent['IK_FK'] = 1.0\\n \\n bpy.context.view_layer.update()\\n \\n print(\\\"\\\\nAfter setting IK_FK = 1.0:\\\")\\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n print(f\\\"\\\\nORG-hand.{side}:\\\")\\n for constraint in org_hand.constraints:\\n if 'ik' in constraint.subtarget.lower():\\n print(f\\\" IK constraint influence: {constraint.influence} (should be 1.0)\\\")\\n elif 'fk' in constraint.subtarget.lower():\\n print(f\\\" FK constraint influence: {constraint.influence} (should be 0.0)\\\")\\n \\n # Reset to FK mode\\n for side in ['L', 'R']:\\n upper_arm_parent = armature.pose.bones.get(f'upper_arm_parent.{side}')\\n if upper_arm_parent and 'IK_FK' in upper_arm_parent.keys():\\n upper_arm_parent['IK_FK'] = 0.0\\n \\n bpy.context.view_layer.update()\\n print(\\\"\\\\n✓ Reset to FK mode (IK_FK = 0.0)\\\")\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: Verification - Current Constraint Influences:\\n==================================================\\n\\nORG-hand.L:\\n Copy Transforms (targets: hand_fk.L):\\n Influence: 1.0\\n → FK constraint\\n Copy Transforms.001 (targets: MCH-upper_arm_ik_target.L):\\n Influence: 1.0\\n → IK constraint\\n\\n IK_FK switch: 0.0 (0=FK, 1=IK)\\n Expected: FK=1.0, IK=0.0\\n\\nORG-hand.R:\\n Copy Transforms (targets: hand_fk.R):\\n Influence: 1.0\\n → FK constraint\\n Copy Transforms.001 (targets: MCH-upper_arm_ik_target.R):\\n Influence: 1.0\\n → IK constraint\\n\\n IK_FK switch: 0.0 (0=FK, 1=IK)\\n Expected: FK=1.0, IK=0.0\\n\\n==================================================\\nTesting: Set IK_FK to 1.0 to verify IK mode works...\\n\\nAfter setting IK_FK = 1.0:\\n\\nORG-hand.L:\\n FK constraint influence: 1.0 (should be 0.0)\\n IK constraint influence: 1.0 (should be 1.0)\\n\\nORG-hand.R:\\n FK constraint influence: 1.0 (should be 0.0)\\n IK constraint influence: 1.0 (should be 1.0)\\n\\n✓ Reset to FK mode (IK_FK = 0.0)\\n\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +Drivers aren't updating. Checking and fixing the driver variable setup: + + +--- + + +
+Tool use: **mcp-blender-user-blender-execute_blender_code** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "execute_blender_code", + "parameters": "{\"code\":\"import bpy\\n\\n# Debug and fix the drivers properly\\narmature = bpy.data.objects.get(\\\"Gregory-RIG\\\")\\nif not armature:\\n print(\\\"✗ Gregory-RIG not found!\\\")\\nelse:\\n bpy.context.view_layer.objects.active = armature\\n bpy.ops.object.mode_set(mode='POSE')\\n \\n print(\\\"Debugging and fixing drivers:\\\")\\n print(\\\"=\\\" * 50)\\n \\n if not armature.animation_data:\\n armature.animation_data_create()\\n \\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n print(f\\\"\\\\nORG-hand.{side}:\\\")\\n \\n # Find constraints\\n fk_constraint = None\\n ik_constraint = None\\n for constraint in org_hand.constraints:\\n if 'hand_fk' in constraint.subtarget:\\n fk_constraint = constraint\\n elif 'ik_target' in constraint.subtarget:\\n ik_constraint = constraint\\n \\n if fk_constraint and ik_constraint:\\n fk_path = f'pose.bones[\\\"ORG-hand.{side}\\\"].constraints[\\\"{fk_constraint.name}\\\"].influence'\\n ik_path = f'pose.bones[\\\"ORG-hand.{side}\\\"].constraints[\\\"{ik_constraint.name}\\\"].influence'\\n \\n # Remove existing drivers and recreate them properly\\n drivers_to_remove = []\\n if armature.animation_data:\\n for driver in armature.animation_data.drivers:\\n if driver.data_path == fk_path or driver.data_path == ik_path:\\n drivers_to_remove.append(driver)\\n \\n for driver in drivers_to_remove:\\n armature.animation_data.drivers.remove(driver)\\n \\n print(f\\\" Removed old drivers\\\")\\n \\n # Create IK driver\\n ik_driver = armature.animation_data.drivers.new(ik_path)\\n ik_driver.driver.type = 'SCRIPTED'\\n ik_driver.driver.expression = \\\"var\\\"\\n \\n ik_var = ik_driver.driver.variables.new()\\n ik_var.name = \\\"var\\\"\\n ik_var.type = 'SINGLE_PROP'\\n ik_var.targets[0].id = armature\\n ik_var.targets[0].data_path = f'pose.bones[\\\"upper_arm_parent.{side}\\\"][\\\"IK_FK\\\"]'\\n \\n print(f\\\" ✓ Created IK driver: expression='var', reads from upper_arm_parent.{side}.IK_FK\\\")\\n \\n # Create FK driver\\n fk_driver = armature.animation_data.drivers.new(fk_path)\\n fk_driver.driver.type = 'SCRIPTED'\\n fk_driver.driver.expression = \\\"1 - var\\\"\\n \\n fk_var = fk_driver.driver.variables.new()\\n fk_var.name = \\\"var\\\"\\n fk_var.type = 'SINGLE_PROP'\\n fk_var.targets[0].id = armature\\n fk_var.targets[0].data_path = f'pose.bones[\\\"upper_arm_parent.{side}\\\"][\\\"IK_FK\\\"]'\\n \\n print(f\\\" ✓ Created FK driver: expression='1 - var', reads from upper_arm_parent.{side}.IK_FK\\\")\\n \\n # Force update\\n bpy.context.view_layer.update()\\n \\n print(\\\"\\\\n\\\" + \\\"=\\\" * 50)\\n print(\\\"Testing drivers:\\\")\\n \\n # Test with IK_FK = 0 (FK mode)\\n for side in ['L', 'R']:\\n upper_arm_parent = armature.pose.bones.get(f'upper_arm_parent.{side}')\\n if upper_arm_parent:\\n upper_arm_parent['IK_FK'] = 0.0\\n \\n bpy.context.view_layer.update()\\n \\n print(\\\"\\\\nIK_FK = 0.0 (FK mode):\\\")\\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n print(f\\\" ORG-hand.{side}:\\\")\\n for constraint in org_hand.constraints:\\n if 'fk' in constraint.subtarget.lower():\\n print(f\\\" FK: {constraint.influence} (should be 1.0)\\\")\\n elif 'ik' in constraint.subtarget.lower():\\n print(f\\\" IK: {constraint.influence} (should be 0.0)\\\")\\n \\n # Test with IK_FK = 1 (IK mode)\\n for side in ['L', 'R']:\\n upper_arm_parent = armature.pose.bones.get(f'upper_arm_parent.{side}')\\n if upper_arm_parent:\\n upper_arm_parent['IK_FK'] = 1.0\\n \\n bpy.context.view_layer.update()\\n \\n print(\\\"\\\\nIK_FK = 1.0 (IK mode):\\\")\\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n print(f\\\" ORG-hand.{side}:\\\")\\n for constraint in org_hand.constraints:\\n if 'fk' in constraint.subtarget.lower():\\n print(f\\\" FK: {constraint.influence} (should be 0.0)\\\")\\n elif 'ik' in constraint.subtarget.lower():\\n print(f\\\" IK: {constraint.influence} (should be 1.0)\\\")\\n \\n # Reset to FK\\n for side in ['L', 'R']:\\n upper_arm_parent = armature.pose.bones.get(f'upper_arm_parent.{side}')\\n if upper_arm_parent:\\n upper_arm_parent['IK_FK'] = 0.0\\n \\n bpy.context.view_layer.update()\\n print(\\\"\\\\n✓ Reset to FK mode\\\")\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: Debugging and fixing drivers:\\n==================================================\\n\\nORG-hand.L:\\n Removed old drivers\\n ✓ Created IK driver: expression='var', reads from upper_arm_parent.L.IK_FK\\n ✓ Created FK driver: expression='1 - var', reads from upper_arm_parent.L.IK_FK\\n\\nORG-hand.R:\\n Removed old drivers\\n ✓ Created IK driver: expression='var', reads from upper_arm_parent.R.IK_FK\\n ✓ Created FK driver: expression='1 - var', reads from upper_arm_parent.R.IK_FK\\n\\n==================================================\\nTesting drivers:\\n\\nIK_FK = 0.0 (FK mode):\\n ORG-hand.L:\\n FK: 1.0 (should be 1.0)\\n IK: 0.0 (should be 0.0)\\n ORG-hand.R:\\n FK: 1.0 (should be 1.0)\\n IK: 0.0 (should be 0.0)\\n\\nIK_FK = 1.0 (IK mode):\\n ORG-hand.L:\\n FK: 1.0 (should be 0.0)\\n IK: 0.0 (should be 1.0)\\n ORG-hand.R:\\n FK: 1.0 (should be 0.0)\\n IK: 0.0 (should be 1.0)\\n\\n✓ Reset to FK mode\\n\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +FK driver still isn't working. Checking for conflicting drivers or other issues: + + +--- + + +
+Tool use: **mcp-blender-user-blender-execute_blender_code** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "execute_blender_code", + "parameters": "{\"code\":\"import bpy\\n\\n# Check all drivers on the constraints\\narmature = bpy.data.objects.get(\\\"Gregory-RIG\\\")\\nif not armature:\\n print(\\\"✗ Gregory-RIG not found!\\\")\\nelse:\\n bpy.context.view_layer.objects.active = armature\\n bpy.ops.object.mode_set(mode='POSE')\\n \\n print(\\\"Checking all drivers on hand constraints:\\\")\\n print(\\\"=\\\" * 50)\\n \\n if armature.animation_data:\\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n print(f\\\"\\\\nORG-hand.{side}:\\\")\\n for constraint in org_hand.constraints:\\n constraint_path = f'pose.bones[\\\"ORG-hand.{side}\\\"].constraints[\\\"{constraint.name}\\\"].influence'\\n print(f\\\"\\\\n {constraint.name} ({constraint.subtarget}):\\\")\\n \\n # Find all drivers for this constraint\\n drivers_found = []\\n for driver in armature.animation_data.drivers:\\n if driver.data_path == constraint_path:\\n drivers_found.append(driver)\\n \\n print(f\\\" Drivers found: {len(drivers_found)}\\\")\\n for i, driver in enumerate(drivers_found):\\n print(f\\\" Driver {i}:\\\")\\n print(f\\\" Expression: {driver.driver.expression}\\\")\\n print(f\\\" Type: {driver.driver.type}\\\")\\n print(f\\\" Variables: {len(driver.driver.variables)}\\\")\\n for var in driver.driver.variables:\\n print(f\\\" {var.name}: {var.targets[0].data_path}\\\")\\n \\n print(f\\\" Current influence: {constraint.influence}\\\")\\n \\n # Try a different approach - use SUM type with proper setup\\n print(\\\"\\\\n\\\" + \\\"=\\\" * 50)\\n print(\\\"Fixing with SUM driver type:\\\")\\n \\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n # Find constraints\\n fk_constraint = None\\n ik_constraint = None\\n for constraint in org_hand.constraints:\\n if 'hand_fk' in constraint.subtarget:\\n fk_constraint = constraint\\n elif 'ik_target' in constraint.subtarget:\\n ik_constraint = constraint\\n \\n if fk_constraint and ik_constraint:\\n fk_path = f'pose.bones[\\\"ORG-hand.{side}\\\"].constraints[\\\"{fk_constraint.name}\\\"].influence'\\n ik_path = f'pose.bones[\\\"ORG-hand.{side}\\\"].constraints[\\\"{ik_constraint.name}\\\"].influence'\\n \\n # Remove all existing drivers for these constraints\\n drivers_to_remove = []\\n if armature.animation_data:\\n for driver in armature.animation_data.drivers:\\n if driver.data_path == fk_path or driver.data_path == ik_path:\\n drivers_to_remove.append(driver)\\n \\n for driver in drivers_to_remove:\\n armature.animation_data.drivers.remove(driver)\\n \\n # Create IK driver with SUM type\\n ik_driver = armature.animation_data.drivers.new(ik_path)\\n ik_driver.driver.type = 'SUM'\\n ik_var = ik_driver.driver.variables.new()\\n ik_var.name = \\\"var\\\"\\n ik_var.type = 'SINGLE_PROP'\\n ik_var.targets[0].id = armature\\n ik_var.targets[0].data_path = f'pose.bones[\\\"upper_arm_parent.{side}\\\"][\\\"IK_FK\\\"]'\\n \\n print(f\\\" ✓ Created IK driver (SUM) for {side}\\\")\\n \\n # Create FK driver with SUM type and negative variable\\n fk_driver = armature.animation_data.drivers.new(fk_path)\\n fk_driver.driver.type = 'SUM'\\n \\n # Add constant 1\\n fk_var1 = fk_driver.driver.variables.new()\\n fk_var1.name = \\\"one\\\"\\n fk_var1.type = 'SINGLE_PROP'\\n fk_var1.targets[0].id = armature\\n fk_var1.targets[0].data_path = f'pose.bones[\\\"upper_arm_parent.{side}\\\"][\\\"IK_FK\\\"]'\\n fk_var1.targets[0].id_type = 'OBJECT'\\n \\n # Actually, let's use SCRIPTED with proper expression\\n fk_driver.driver.type = 'SCRIPTED'\\n fk_driver.driver.expression = \\\"1 - var\\\"\\n fk_var = fk_driver.driver.variables.new()\\n fk_var.name = \\\"var\\\"\\n fk_var.type = 'SINGLE_PROP'\\n fk_var.targets[0].id = armature\\n fk_var.targets[0].data_path = f'pose.bones[\\\"upper_arm_parent.{side}\\\"][\\\"IK_FK\\\"]'\\n \\n print(f\\\" ✓ Created FK driver (SCRIPTED) for {side}\\\")\\n \\n bpy.context.view_layer.update()\\n \\n # Test again\\n print(\\\"\\\\nTesting after fix:\\\")\\n for side in ['L', 'R']:\\n upper_arm_parent = armature.pose.bones.get(f'upper_arm_parent.{side}')\\n if upper_arm_parent:\\n upper_arm_parent['IK_FK'] = 1.0\\n \\n bpy.context.view_layer.update()\\n \\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n print(f\\\"\\\\nORG-hand.{side} (IK_FK=1.0):\\\")\\n for constraint in org_hand.constraints:\\n if 'ik' in constraint.subtarget.lower():\\n print(f\\\" IK: {constraint.influence}\\\")\\n elif 'fk' in constraint.subtarget.lower():\\n print(f\\\" FK: {constraint.influence}\\\")\\n \\n # Reset\\n for side in ['L', 'R']:\\n upper_arm_parent = armature.pose.bones.get(f'upper_arm_parent.{side}')\\n if upper_arm_parent:\\n upper_arm_parent['IK_FK'] = 0.0\\n bpy.context.view_layer.update()\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: Checking all drivers on hand constraints:\\n==================================================\\n\\nORG-hand.L:\\n\\n Copy Transforms (hand_fk.L):\\n Drivers found: 1\\n Driver 0:\\n Expression: 1 - var\\n Type: SCRIPTED\\n Variables: 1\\n var: pose.bones[\\\"upper_arm_parent.L\\\"][\\\"IK_FK\\\"]\\n Current influence: 1.0\\n\\n Copy Transforms.001 (MCH-upper_arm_ik_target.L):\\n Drivers found: 1\\n Driver 0:\\n Expression: var\\n Type: SCRIPTED\\n Variables: 1\\n var: pose.bones[\\\"upper_arm_parent.L\\\"][\\\"IK_FK\\\"]\\n Current influence: 0.0\\n\\nORG-hand.R:\\n\\n Copy Transforms (hand_fk.R):\\n Drivers found: 1\\n Driver 0:\\n Expression: 1 - var\\n Type: SCRIPTED\\n Variables: 1\\n var: pose.bones[\\\"upper_arm_parent.R\\\"][\\\"IK_FK\\\"]\\n Current influence: 1.0\\n\\n Copy Transforms.001 (MCH-upper_arm_ik_target.R):\\n Drivers found: 1\\n Driver 0:\\n Expression: var\\n Type: SCRIPTED\\n Variables: 1\\n var: pose.bones[\\\"upper_arm_parent.R\\\"][\\\"IK_FK\\\"]\\n Current influence: 0.0\\n\\n==================================================\\nFixing with SUM driver type:\\n ✓ Created IK driver (SUM) for L\\n ✓ Created FK driver (SCRIPTED) for L\\n ✓ Created IK driver (SUM) for R\\n ✓ Created FK driver (SCRIPTED) for R\\n\\nTesting after fix:\\n\\nORG-hand.L (IK_FK=1.0):\\n FK: 1.0\\n IK: 0.0\\n\\nORG-hand.R (IK_FK=1.0):\\n FK: 1.0\\n IK: 0.0\\n\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +Drivers are set up but not evaluating. Verifying variable values and trying a different approach: + + +--- + + +
+Tool use: **mcp-blender-user-blender-execute_blender_code** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "execute_blender_code", + "parameters": "{\"code\":\"import bpy\\n\\n# Verify variable values and fix drivers\\narmature = bpy.data.objects.get(\\\"Gregory-RIG\\\")\\nif not armature:\\n print(\\\"✗ Gregory-RIG not found!\\\")\\nelse:\\n bpy.context.view_layer.objects.active = armature\\n bpy.ops.object.mode_set(mode='POSE')\\n \\n print(\\\"Verifying and fixing drivers:\\\")\\n print(\\\"=\\\" * 50)\\n \\n # Set IK_FK to 1.0 first\\n for side in ['L', 'R']:\\n upper_arm_parent = armature.pose.bones.get(f'upper_arm_parent.{side}')\\n if upper_arm_parent:\\n upper_arm_parent['IK_FK'] = 1.0\\n print(f\\\"Set upper_arm_parent.{side}.IK_FK = {upper_arm_parent['IK_FK']}\\\")\\n \\n bpy.context.view_layer.update()\\n \\n # Remove all drivers and recreate with proper evaluation\\n if not armature.animation_data:\\n armature.animation_data_create()\\n \\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n # Find constraints\\n fk_constraint = None\\n ik_constraint = None\\n for constraint in org_hand.constraints:\\n if 'hand_fk' in constraint.subtarget:\\n fk_constraint = constraint\\n elif 'ik_target' in constraint.subtarget:\\n ik_constraint = constraint\\n \\n if fk_constraint and ik_constraint:\\n fk_path = f'pose.bones[\\\"ORG-hand.{side}\\\"].constraints[\\\"{fk_constraint.name}\\\"].influence'\\n ik_path = f'pose.bones[\\\"ORG-hand.{side}\\\"].constraints[\\\"{ik_constraint.name}\\\"].influence'\\n \\n # Remove all existing drivers\\n drivers_to_remove = []\\n if armature.animation_data:\\n for driver in armature.animation_data.drivers:\\n if driver.data_path == fk_path or driver.data_path == ik_path:\\n drivers_to_remove.append(driver)\\n \\n for driver in drivers_to_remove:\\n armature.animation_data.drivers.remove(driver)\\n \\n # Create IK driver - use AVERAGE type (which works like direct pass-through for single var)\\n ik_driver = armature.animation_data.drivers.new(ik_path)\\n ik_driver.driver.type = 'AVERAGE' # This should work for single variable\\n ik_var = ik_driver.driver.variables.new()\\n ik_var.name = \\\"IK_FK\\\"\\n ik_var.type = 'SINGLE_PROP'\\n ik_var.targets[0].id = armature\\n ik_var.targets[0].data_path = f'pose.bones[\\\"upper_arm_parent.{side}\\\"][\\\"IK_FK\\\"]'\\n \\n print(f\\\" ✓ Created IK driver (AVERAGE) for {side}\\\")\\n \\n # Create FK driver - use SCRIPTED with proper expression\\n fk_driver = armature.animation_data.drivers.new(fk_path)\\n fk_driver.driver.type = 'SCRIPTED'\\n fk_driver.driver.expression = \\\"1 - IK_FK\\\"\\n fk_var = fk_driver.driver.variables.new()\\n fk_var.name = \\\"IK_FK\\\"\\n fk_var.type = 'SINGLE_PROP'\\n fk_var.targets[0].id = armature\\n fk_var.targets[0].data_path = f'pose.bones[\\\"upper_arm_parent.{side}\\\"][\\\"IK_FK\\\"]'\\n \\n print(f\\\" ✓ Created FK driver (SCRIPTED: 1 - IK_FK) for {side}\\\")\\n \\n # Force evaluation\\n bpy.context.view_layer.update()\\n bpy.context.scene.frame_set(bpy.context.scene.frame_current) # Force driver evaluation\\n \\n print(\\\"\\\\n\\\" + \\\"=\\\" * 50)\\n print(\\\"Testing with IK_FK = 1.0:\\\")\\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n print(f\\\"\\\\nORG-hand.{side}:\\\")\\n for constraint in org_hand.constraints:\\n if 'ik' in constraint.subtarget.lower():\\n print(f\\\" IK constraint: {constraint.influence} (should be 1.0)\\\")\\n elif 'fk' in constraint.subtarget.lower():\\n print(f\\\" FK constraint: {constraint.influence} (should be 0.0)\\\")\\n \\n # Test with FK mode\\n for side in ['L', 'R']:\\n upper_arm_parent = armature.pose.bones.get(f'upper_arm_parent.{side}')\\n if upper_arm_parent:\\n upper_arm_parent['IK_FK'] = 0.0\\n \\n bpy.context.view_layer.update()\\n bpy.context.scene.frame_set(bpy.context.scene.frame_current)\\n \\n print(\\\"\\\\nTesting with IK_FK = 0.0:\\\")\\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n print(f\\\"\\\\nORG-hand.{side}:\\\")\\n for constraint in org_hand.constraints:\\n if 'ik' in constraint.subtarget.lower():\\n print(f\\\" IK constraint: {constraint.influence} (should be 0.0)\\\")\\n elif 'fk' in constraint.subtarget.lower():\\n print(f\\\" FK constraint: {constraint.influence} (should be 1.0)\\\")\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: Verifying and fixing drivers:\\n==================================================\\nSet upper_arm_parent.L.IK_FK = 1.0\\nSet upper_arm_parent.R.IK_FK = 1.0\\n ✓ Created IK driver (AVERAGE) for L\\n ✓ Created FK driver (SCRIPTED: 1 - IK_FK) for L\\n ✓ Created IK driver (AVERAGE) for R\\n ✓ Created FK driver (SCRIPTED: 1 - IK_FK) for R\\n\\n==================================================\\nTesting with IK_FK = 1.0:\\n\\nORG-hand.L:\\n FK constraint: 0.0 (should be 0.0)\\n IK constraint: 1.0 (should be 1.0)\\n\\nORG-hand.R:\\n FK constraint: 0.0 (should be 0.0)\\n IK constraint: 1.0 (should be 1.0)\\n\\nTesting with IK_FK = 0.0:\\n\\nORG-hand.L:\\n FK constraint: 0.0 (should be 1.0)\\n IK constraint: 1.0 (should be 0.0)\\n\\nORG-hand.R:\\n FK constraint: 0.0 (should be 1.0)\\n IK constraint: 1.0 (should be 0.0)\\n\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +IK driver works; FK driver still isn't. Fixing the FK driver expression: + + +--- + + +
+Tool use: **mcp-blender-user-blender-execute_blender_code** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "execute_blender_code", + "parameters": "{\"code\":\"import bpy\\n\\n# Fix the FK driver expression\\narmature = bpy.data.objects.get(\\\"Gregory-RIG\\\")\\nif not armature:\\n print(\\\"✗ Gregory-RIG not found!\\\")\\nelse:\\n bpy.context.view_layer.objects.active = armature\\n bpy.ops.object.mode_set(mode='POSE')\\n \\n print(\\\"Fixing FK driver expression:\\\")\\n print(\\\"=\\\" * 50)\\n \\n if not armature.animation_data:\\n armature.animation_data_create()\\n \\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n # Find FK constraint\\n fk_constraint = None\\n for constraint in org_hand.constraints:\\n if 'hand_fk' in constraint.subtarget:\\n fk_constraint = constraint\\n break\\n \\n if fk_constraint:\\n fk_path = f'pose.bones[\\\"ORG-hand.{side}\\\"].constraints[\\\"{fk_constraint.name}\\\"].influence'\\n \\n # Remove existing FK driver\\n drivers_to_remove = []\\n if armature.animation_data:\\n for driver in armature.animation_data.drivers:\\n if driver.data_path == fk_path:\\n drivers_to_remove.append(driver)\\n \\n for driver in drivers_to_remove:\\n armature.animation_data.drivers.remove(driver)\\n \\n # Create FK driver using SUM type with constant 1 and negative IK_FK\\n fk_driver = armature.animation_data.drivers.new(fk_path)\\n fk_driver.driver.type = 'SUM'\\n \\n # Add constant 1 variable\\n const_var = fk_driver.driver.variables.new()\\n const_var.name = \\\"one\\\"\\n const_var.type = 'SINGLE_PROP'\\n const_var.targets[0].id = armature\\n const_var.targets[0].data_path = f'pose.bones[\\\"upper_arm_parent.{side}\\\"][\\\"IK_FK\\\"]'\\n # Actually, we can't use a constant directly. Let me use SCRIPTED with proper syntax\\n \\n # Remove and recreate with SCRIPTED\\n armature.animation_data.drivers.remove(fk_driver)\\n \\n fk_driver = armature.animation_data.drivers.new(fk_path)\\n fk_driver.driver.type = 'SCRIPTED'\\n fk_driver.driver.expression = \\\"1.0 - IK_FK\\\" # Try with explicit float\\n \\n fk_var = fk_driver.driver.variables.new()\\n fk_var.name = \\\"IK_FK\\\"\\n fk_var.type = 'SINGLE_PROP'\\n fk_var.targets[0].id = armature\\n fk_var.targets[0].data_path = f'pose.bones[\\\"upper_arm_parent.{side}\\\"][\\\"IK_FK\\\"]'\\n \\n print(f\\\" ✓ Recreated FK driver for {side} with expression: 1.0 - IK_FK\\\")\\n \\n # Force evaluation\\n bpy.context.view_layer.update()\\n bpy.context.scene.frame_set(bpy.context.scene.frame_current)\\n \\n # Test\\n print(\\\"\\\\n\\\" + \\\"=\\\" * 50)\\n print(\\\"Testing FK driver:\\\")\\n \\n # Set to FK mode\\n for side in ['L', 'R']:\\n upper_arm_parent = armature.pose.bones.get(f'upper_arm_parent.{side}')\\n if upper_arm_parent:\\n upper_arm_parent['IK_FK'] = 0.0\\n \\n bpy.context.view_layer.update()\\n bpy.context.scene.frame_set(bpy.context.scene.frame_current)\\n \\n print(\\\"\\\\nIK_FK = 0.0 (FK mode):\\\")\\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n print(f\\\" ORG-hand.{side}:\\\")\\n for constraint in org_hand.constraints:\\n if 'fk' in constraint.subtarget.lower():\\n print(f\\\" FK: {constraint.influence} (should be 1.0)\\\")\\n elif 'ik' in constraint.subtarget.lower():\\n print(f\\\" IK: {constraint.influence} (should be 0.0)\\\")\\n \\n # Set to IK mode\\n for side in ['L', 'R']:\\n upper_arm_parent = armature.pose.bones.get(f'upper_arm_parent.{side}')\\n if upper_arm_parent:\\n upper_arm_parent['IK_FK'] = 1.0\\n \\n bpy.context.view_layer.update()\\n bpy.context.scene.frame_set(bpy.context.scene.frame_current)\\n \\n print(\\\"\\\\nIK_FK = 1.0 (IK mode):\\\")\\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n print(f\\\" ORG-hand.{side}:\\\")\\n for constraint in org_hand.constraints:\\n if 'fk' in constraint.subtarget.lower():\\n print(f\\\" FK: {constraint.influence} (should be 0.0)\\\")\\n elif 'ik' in constraint.subtarget.lower():\\n print(f\\\" IK: {constraint.influence} (should be 1.0)\\\")\\n \\n # Reset to FK\\n for side in ['L', 'R']:\\n upper_arm_parent = armature.pose.bones.get(f'upper_arm_parent.{side}')\\n if upper_arm_parent:\\n upper_arm_parent['IK_FK'] = 0.0\\n bpy.context.view_layer.update()\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: Fixing FK driver expression:\\n==================================================\\n ✓ Recreated FK driver for L with expression: 1.0 - IK_FK\\n ✓ Recreated FK driver for R with expression: 1.0 - IK_FK\\n\\n==================================================\\nTesting FK driver:\\n\\nIK_FK = 0.0 (FK mode):\\n ORG-hand.L:\\n FK: 1.0 (should be 1.0)\\n IK: 0.0 (should be 0.0)\\n ORG-hand.R:\\n FK: 1.0 (should be 1.0)\\n IK: 0.0 (should be 0.0)\\n\\nIK_FK = 1.0 (IK mode):\\n ORG-hand.L:\\n FK: 1.0 (should be 0.0)\\n IK: 0.0 (should be 1.0)\\n ORG-hand.R:\\n FK: 1.0 (should be 0.0)\\n IK: 0.0 (should be 1.0)\\n\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +FK driver still isn't working. Trying a Python expression: + + +--- + + +
+Tool use: **mcp-blender-user-blender-execute_blender_code** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "execute_blender_code", + "parameters": "{\"code\":\"import bpy\\n\\n# Try using Python expression type\\narmature = bpy.data.objects.get(\\\"Gregory-RIG\\\")\\nif not armature:\\n print(\\\"✗ Gregory-RIG not found!\\\")\\nelse:\\n bpy.context.view_layer.objects.active = armature\\n bpy.ops.object.mode_set(mode='POSE')\\n \\n print(\\\"Fixing with Python expression:\\\")\\n print(\\\"=\\\" * 50)\\n \\n if not armature.animation_data:\\n armature.animation_data_create()\\n \\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n # Find constraints\\n fk_constraint = None\\n ik_constraint = None\\n for constraint in org_hand.constraints:\\n if 'hand_fk' in constraint.subtarget:\\n fk_constraint = constraint\\n elif 'ik_target' in constraint.subtarget:\\n ik_constraint = constraint\\n \\n if fk_constraint and ik_constraint:\\n fk_path = f'pose.bones[\\\"ORG-hand.{side}\\\"].constraints[\\\"{fk_constraint.name}\\\"].influence'\\n ik_path = f'pose.bones[\\\"ORG-hand.{side}\\\"].constraints[\\\"{ik_constraint.name}\\\"].influence'\\n \\n # Remove all drivers\\n drivers_to_remove = []\\n if armature.animation_data:\\n for driver in armature.animation_data.drivers:\\n if driver.data_path == fk_path or driver.data_path == ik_path:\\n drivers_to_remove.append(driver)\\n \\n for driver in drivers_to_remove:\\n armature.animation_data.drivers.remove(driver)\\n \\n # Create IK driver - use AVERAGE (works for single variable)\\n ik_driver = armature.animation_data.drivers.new(ik_path)\\n ik_driver.driver.type = 'AVERAGE'\\n ik_var = ik_driver.driver.variables.new()\\n ik_var.name = \\\"IK_FK\\\"\\n ik_var.type = 'SINGLE_PROP'\\n ik_var.targets[0].id = armature\\n ik_var.targets[0].data_path = f'pose.bones[\\\"upper_arm_parent.{side}\\\"][\\\"IK_FK\\\"]'\\n \\n # Create FK driver - use Python expression\\n fk_driver = armature.animation_data.drivers.new(fk_path)\\n fk_driver.driver.type = 'SCRIPTED'\\n fk_driver.driver.use_self = True\\n fk_driver.driver.expression = \\\"1 - IK_FK\\\"\\n \\n fk_var = fk_driver.driver.variables.new()\\n fk_var.name = \\\"IK_FK\\\"\\n fk_var.type = 'SINGLE_PROP'\\n fk_var.targets[0].id = armature\\n fk_var.targets[0].data_path = f'pose.bones[\\\"upper_arm_parent.{side}\\\"][\\\"IK_FK\\\"]'\\n \\n print(f\\\" ✓ Created drivers for {side}\\\")\\n print(f\\\" IK: AVERAGE of IK_FK\\\")\\n print(f\\\" FK: SCRIPTED expression '1 - IK_FK'\\\")\\n \\n # Force evaluation\\n bpy.context.view_layer.update()\\n bpy.context.scene.frame_set(bpy.context.scene.frame_current)\\n \\n # Test both modes\\n print(\\\"\\\\n\\\" + \\\"=\\\" * 50)\\n print(\\\"Final Test:\\\")\\n \\n # FK mode\\n for side in ['L', 'R']:\\n upper_arm_parent = armature.pose.bones.get(f'upper_arm_parent.{side}')\\n if upper_arm_parent:\\n upper_arm_parent['IK_FK'] = 0.0\\n \\n bpy.context.view_layer.update()\\n bpy.context.scene.frame_set(bpy.context.scene.frame_current)\\n \\n print(\\\"\\\\nIK_FK = 0.0 (FK mode):\\\")\\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n for constraint in org_hand.constraints:\\n if 'fk' in constraint.subtarget.lower():\\n fk_val = constraint.influence\\n elif 'ik' in constraint.subtarget.lower():\\n ik_val = constraint.influence\\n print(f\\\" {side}: FK={fk_val}, IK={ik_val}\\\")\\n \\n # IK mode\\n for side in ['L', 'R']:\\n upper_arm_parent = armature.pose.bones.get(f'upper_arm_parent.{side}')\\n if upper_arm_parent:\\n upper_arm_parent['IK_FK'] = 1.0\\n \\n bpy.context.view_layer.update()\\n bpy.context.scene.frame_set(bpy.context.scene.frame_current)\\n \\n print(\\\"\\\\nIK_FK = 1.0 (IK mode):\\\")\\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n for constraint in org_hand.constraints:\\n if 'fk' in constraint.subtarget.lower():\\n fk_val = constraint.influence\\n elif 'ik' in constraint.subtarget.lower():\\n ik_val = constraint.influence\\n print(f\\\" {side}: FK={fk_val}, IK={ik_val}\\\")\\n \\n # Reset\\n for side in ['L', 'R']:\\n upper_arm_parent = armature.pose.bones.get(f'upper_arm_parent.{side}')\\n if upper_arm_parent:\\n upper_arm_parent['IK_FK'] = 0.0\\n bpy.context.view_layer.update()\\n \\n print(\\\"\\\\n✓ Reset to FK mode\\\")\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: Fixing with Python expression:\\n==================================================\\n ✓ Created drivers for L\\n IK: AVERAGE of IK_FK\\n FK: SCRIPTED expression '1 - IK_FK'\\n ✓ Created drivers for R\\n IK: AVERAGE of IK_FK\\n FK: SCRIPTED expression '1 - IK_FK'\\n\\n==================================================\\nFinal Test:\\n\\nIK_FK = 0.0 (FK mode):\\n L: FK=1.0, IK=0.0\\n R: FK=1.0, IK=0.0\\n\\nIK_FK = 1.0 (IK mode):\\n L: FK=1.0, IK=0.0\\n R: FK=1.0, IK=0.0\\n\\n✓ Reset to FK mode\\n\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +Drivers still aren't evaluating correctly. Checking for other drivers or modifiers interfering, and verifying the variable reads correctly: + + +--- + + +
+Tool use: **mcp-blender-user-blender-execute_blender_code** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "execute_blender_code", + "parameters": "{\"code\":\"import bpy\\n\\n# Debug: Check what's actually happening with the drivers\\narmature = bpy.data.objects.get(\\\"Gregory-RIG\\\")\\nif not armature:\\n print(\\\"✗ Gregory-RIG not found!\\\")\\nelse:\\n bpy.context.view_layer.objects.active = armature\\n bpy.ops.object.mode_set(mode='POSE')\\n \\n print(\\\"Debugging driver evaluation:\\\")\\n print(\\\"=\\\" * 50)\\n \\n # Set IK_FK to 1.0\\n for side in ['L', 'R']:\\n upper_arm_parent = armature.pose.bones.get(f'upper_arm_parent.{side}')\\n if upper_arm_parent:\\n upper_arm_parent['IK_FK'] = 1.0\\n print(f\\\"Set upper_arm_parent.{side}.IK_FK = {upper_arm_parent['IK_FK']}\\\")\\n \\n bpy.context.view_layer.update()\\n \\n # Check the actual driver evaluation\\n if armature.animation_data:\\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n print(f\\\"\\\\nORG-hand.{side}:\\\")\\n \\n for constraint in org_hand.constraints:\\n constraint_path = f'pose.bones[\\\"ORG-hand.{side}\\\"].constraints[\\\"{constraint.name}\\\"].influence'\\n \\n # Find driver\\n for driver in armature.animation_data.drivers:\\n if driver.data_path == constraint_path:\\n print(f\\\"\\\\n {constraint.name} driver:\\\")\\n print(f\\\" Type: {driver.driver.type}\\\")\\n print(f\\\" Expression: {driver.driver.expression}\\\")\\n \\n # Try to evaluate manually\\n try:\\n # Get variable value\\n if driver.driver.variables:\\n var = driver.driver.variables[0]\\n # Evaluate the data path\\n eval_path = var.targets[0].data_path\\n bone_name = eval_path.split('\\\"')[1]\\n prop_name = eval_path.split('\\\"')[3]\\n bone = armature.pose.bones.get(bone_name)\\n if bone and prop_name in bone.keys():\\n var_value = bone[prop_name]\\n print(f\\\" Variable '{var.name}' value: {var_value}\\\")\\n \\n # Evaluate expression\\n if driver.driver.type == 'AVERAGE':\\n print(f\\\" AVERAGE result: {var_value}\\\")\\n elif driver.driver.type == 'SCRIPTED':\\n if driver.driver.expression == \\\"1 - IK_FK\\\":\\n result = 1 - var_value\\n print(f\\\" Expression '1 - IK_FK' should evaluate to: {result}\\\")\\n except Exception as e:\\n print(f\\\" Error evaluating: {e}\\\")\\n \\n print(f\\\" Actual constraint influence: {constraint.influence}\\\")\\n \\n # Let me try a simpler approach - manually set the constraint influences based on IK_FK\\n print(\\\"\\\\n\\\" + \\\"=\\\" * 50)\\n print(\\\"Trying direct constraint influence update:\\\")\\n \\n # Remove drivers and use a different approach - maybe the issue is with driver evaluation\\n # Actually, let me check if we can use Python to directly update constraints\\n # But that won't work for animation. Let me try one more time with proper driver setup\\n \\n # Actually, I think the issue might be that we need to use the constraint's mix mode\\n # or there might be multiple drivers. Let me check the constraint mix modes\\n print(\\\"\\\\nChecking constraint mix modes:\\\")\\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n print(f\\\"\\\\nORG-hand.{side}:\\\")\\n for constraint in org_hand.constraints:\\n if hasattr(constraint, 'mix_mode'):\\n print(f\\\" {constraint.name}: mix_mode = {constraint.mix_mode}\\\")\\n else:\\n print(f\\\" {constraint.name}: no mix_mode attribute\\\")\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: Debugging driver evaluation:\\n==================================================\\nSet upper_arm_parent.L.IK_FK = 1.0\\nSet upper_arm_parent.R.IK_FK = 1.0\\n\\nORG-hand.L:\\n\\n Copy Transforms driver:\\n Type: SCRIPTED\\n Expression: 1 - IK_FK\\n Variable 'IK_FK' value: 1.0\\n Expression '1 - IK_FK' should evaluate to: 0.0\\n Actual constraint influence: 1.0\\n\\n Copy Transforms.001 driver:\\n Type: AVERAGE\\n Expression: \\n Variable 'IK_FK' value: 1.0\\n AVERAGE result: 1.0\\n Actual constraint influence: 0.0\\n\\nORG-hand.R:\\n\\n Copy Transforms driver:\\n Type: SCRIPTED\\n Expression: 1 - IK_FK\\n Variable 'IK_FK' value: 1.0\\n Expression '1 - IK_FK' should evaluate to: 0.0\\n Actual constraint influence: 1.0\\n\\n Copy Transforms.001 driver:\\n Type: AVERAGE\\n Expression: \\n Variable 'IK_FK' value: 1.0\\n AVERAGE result: 1.0\\n Actual constraint influence: 0.0\\n\\n==================================================\\nTrying direct constraint influence update:\\n\\nChecking constraint mix modes:\\n\\nORG-hand.L:\\n Copy Transforms: mix_mode = REPLACE\\n Copy Transforms.001: mix_mode = REPLACE\\n\\nORG-hand.R:\\n Copy Transforms: mix_mode = REPLACE\\n Copy Transforms.001: mix_mode = REPLACE\\n\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +Drivers evaluate correctly, but their results aren't applied to the constraints. Checking if the drivers are muted or disabled: + + +--- + +Cancelled + +--- + +_**User**_ + +FK driver was disabled by the rigger I think + +--- + +_**Agent (model default, mode Agent)**_ + + +Checking if the FK driver is muted or disabled, and enabling it if needed: + + +--- + + +
+Tool use: **mcp-blender-user-blender-execute_blender_code** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "execute_blender_code", + "parameters": "{\"code\":\"import bpy\\n\\n# Check if drivers are muted/disabled and enable them\\narmature = bpy.data.objects.get(\\\"Gregory-RIG\\\")\\nif not armature:\\n print(\\\"✗ Gregory-RIG not found!\\\")\\nelse:\\n bpy.context.view_layer.objects.active = armature\\n bpy.ops.object.mode_set(mode='POSE')\\n \\n print(\\\"Checking and enabling drivers:\\\")\\n print(\\\"=\\\" * 50)\\n \\n if not armature.animation_data:\\n armature.animation_data_create()\\n \\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n # Find constraints\\n fk_constraint = None\\n ik_constraint = None\\n for constraint in org_hand.constraints:\\n if 'hand_fk' in constraint.subtarget:\\n fk_constraint = constraint\\n elif 'ik_target' in constraint.subtarget:\\n ik_constraint = constraint\\n \\n if fk_constraint and ik_constraint:\\n fk_path = f'pose.bones[\\\"ORG-hand.{side}\\\"].constraints[\\\"{fk_constraint.name}\\\"].influence'\\n ik_path = f'pose.bones[\\\"ORG-hand.{side}\\\"].constraints[\\\"{ik_constraint.name}\\\"].influence'\\n \\n # Find and check drivers\\n if armature.animation_data:\\n for driver in armature.animation_data.drivers:\\n if driver.data_path == fk_path:\\n print(f\\\"\\\\nORG-hand.{side} FK driver:\\\")\\n print(f\\\" Muted: {driver.mute}\\\")\\n print(f\\\" Is valid: {driver.is_valid}\\\")\\n if driver.mute:\\n driver.mute = False\\n print(f\\\" ✓ Enabled FK driver\\\")\\n else:\\n print(f\\\" Already enabled\\\")\\n \\n if driver.data_path == ik_path:\\n print(f\\\"\\\\nORG-hand.{side} IK driver:\\\")\\n print(f\\\" Muted: {driver.mute}\\\")\\n print(f\\\" Is valid: {driver.is_valid}\\\")\\n if driver.mute:\\n driver.mute = False\\n print(f\\\" ✓ Enabled IK driver\\\")\\n else:\\n print(f\\\" Already enabled\\\")\\n \\n # Force update\\n bpy.context.view_layer.update()\\n bpy.context.scene.frame_set(bpy.context.scene.frame_current)\\n \\n print(\\\"\\\\n\\\" + \\\"=\\\" * 50)\\n print(\\\"Testing after enabling drivers:\\\")\\n \\n # Test FK mode\\n for side in ['L', 'R']:\\n upper_arm_parent = armature.pose.bones.get(f'upper_arm_parent.{side}')\\n if upper_arm_parent:\\n upper_arm_parent['IK_FK'] = 0.0\\n \\n bpy.context.view_layer.update()\\n bpy.context.scene.frame_set(bpy.context.scene.frame_current)\\n \\n print(\\\"\\\\nIK_FK = 0.0 (FK mode):\\\")\\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n for constraint in org_hand.constraints:\\n if 'fk' in constraint.subtarget.lower():\\n print(f\\\" {side} FK: {constraint.influence} (should be 1.0)\\\")\\n elif 'ik' in constraint.subtarget.lower():\\n print(f\\\" {side} IK: {constraint.influence} (should be 0.0)\\\")\\n \\n # Test IK mode\\n for side in ['L', 'R']:\\n upper_arm_parent = armature.pose.bones.get(f'upper_arm_parent.{side}')\\n if upper_arm_parent:\\n upper_arm_parent['IK_FK'] = 1.0\\n \\n bpy.context.view_layer.update()\\n bpy.context.scene.frame_set(bpy.context.scene.frame_current)\\n \\n print(\\\"\\\\nIK_FK = 1.0 (IK mode):\\\")\\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n for constraint in org_hand.constraints:\\n if 'fk' in constraint.subtarget.lower():\\n print(f\\\" {side} FK: {constraint.influence} (should be 0.0)\\\")\\n elif 'ik' in constraint.subtarget.lower():\\n print(f\\\" {side} IK: {constraint.influence} (should be 1.0)\\\")\\n \\n # Reset to FK\\n for side in ['L', 'R']:\\n upper_arm_parent = armature.pose.bones.get(f'upper_arm_parent.{side}')\\n if upper_arm_parent:\\n upper_arm_parent['IK_FK'] = 0.0\\n bpy.context.view_layer.update()\\n print(\\\"\\\\n✓ Reset to FK mode\\\")\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: Checking and enabling drivers:\\n==================================================\\n\\nORG-hand.L IK driver:\\n Muted: False\\n Is valid: True\\n Already enabled\\n\\nORG-hand.L FK driver:\\n Muted: False\\n Is valid: True\\n Already enabled\\n\\nORG-hand.R IK driver:\\n Muted: False\\n Is valid: True\\n Already enabled\\n\\nORG-hand.R FK driver:\\n Muted: False\\n Is valid: True\\n Already enabled\\n\\n==================================================\\nTesting after enabling drivers:\\n\\nIK_FK = 0.0 (FK mode):\\n L FK: 1.0 (should be 1.0)\\n L IK: 0.0 (should be 0.0)\\n R FK: 1.0 (should be 1.0)\\n R IK: 0.0 (should be 0.0)\\n\\nIK_FK = 1.0 (IK mode):\\n L FK: 1.0 (should be 0.0)\\n L IK: 0.0 (should be 1.0)\\n R FK: 1.0 (should be 0.0)\\n R IK: 0.0 (should be 1.0)\\n\\n✓ Reset to FK mode\\n\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +Drivers aren't muted, but the FK driver still isn't working. Recreating the FK drivers with the correct setup: + + +--- + + +
+Tool use: **mcp-blender-user-blender-execute_blender_code** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "execute_blender_code", + "parameters": "{\"code\":\"import bpy\\n\\n# Recreate FK drivers properly - they might have been disabled in a different way\\narmature = bpy.data.objects.get(\\\"Gregory-RIG\\\")\\nif not armature:\\n print(\\\"✗ Gregory-RIG not found!\\\")\\nelse:\\n bpy.context.view_layer.objects.active = armature\\n bpy.ops.object.mode_set(mode='POSE')\\n \\n print(\\\"Recreating FK drivers:\\\")\\n print(\\\"=\\\" * 50)\\n \\n if not armature.animation_data:\\n armature.animation_data_create()\\n \\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n # Find FK constraint\\n fk_constraint = None\\n for constraint in org_hand.constraints:\\n if 'hand_fk' in constraint.subtarget:\\n fk_constraint = constraint\\n break\\n \\n if fk_constraint:\\n fk_path = f'pose.bones[\\\"ORG-hand.{side}\\\"].constraints[\\\"{fk_constraint.name}\\\"].influence'\\n \\n # Remove existing FK driver completely\\n drivers_to_remove = []\\n if armature.animation_data:\\n for driver in armature.animation_data.drivers:\\n if driver.data_path == fk_path:\\n drivers_to_remove.append(driver)\\n \\n for driver in drivers_to_remove:\\n armature.animation_data.drivers.remove(driver)\\n print(f\\\" Removed old FK driver for {side}\\\")\\n \\n # Create new FK driver\\n fk_driver = armature.animation_data.drivers.new(fk_path)\\n fk_driver.driver.type = 'SCRIPTED'\\n fk_driver.driver.expression = \\\"1 - IK_FK\\\"\\n fk_driver.mute = False # Ensure it's not muted\\n \\n fk_var = fk_driver.driver.variables.new()\\n fk_var.name = \\\"IK_FK\\\"\\n fk_var.type = 'SINGLE_PROP'\\n fk_var.targets[0].id = armature\\n fk_var.targets[0].data_path = f'pose.bones[\\\"upper_arm_parent.{side}\\\"][\\\"IK_FK\\\"]'\\n \\n print(f\\\" ✓ Created new FK driver for {side}\\\")\\n print(f\\\" Expression: 1 - IK_FK\\\")\\n print(f\\\" Muted: {fk_driver.mute}\\\")\\n \\n # Force evaluation\\n bpy.context.view_layer.update()\\n bpy.context.scene.frame_set(bpy.context.scene.frame_current)\\n \\n # Test\\n print(\\\"\\\\n\\\" + \\\"=\\\" * 50)\\n print(\\\"Testing FK driver:\\\")\\n \\n # Set to IK mode\\n for side in ['L', 'R']:\\n upper_arm_parent = armature.pose.bones.get(f'upper_arm_parent.{side}')\\n if upper_arm_parent:\\n upper_arm_parent['IK_FK'] = 1.0\\n \\n bpy.context.view_layer.update()\\n bpy.context.scene.frame_set(bpy.context.scene.frame_current)\\n \\n print(\\\"\\\\nIK_FK = 1.0 (IK mode):\\\")\\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n for constraint in org_hand.constraints:\\n if 'fk' in constraint.subtarget.lower():\\n print(f\\\" {side} FK: {constraint.influence} (should be 0.0)\\\")\\n elif 'ik' in constraint.subtarget.lower():\\n print(f\\\" {side} IK: {constraint.influence} (should be 1.0)\\\")\\n \\n # Set to FK mode\\n for side in ['L', 'R']:\\n upper_arm_parent = armature.pose.bones.get(f'upper_arm_parent.{side}')\\n if upper_arm_parent:\\n upper_arm_parent['IK_FK'] = 0.0\\n \\n bpy.context.view_layer.update()\\n bpy.context.scene.frame_set(bpy.context.scene.frame_current)\\n \\n print(\\\"\\\\nIK_FK = 0.0 (FK mode):\\\")\\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n for constraint in org_hand.constraints:\\n if 'fk' in constraint.subtarget.lower():\\n print(f\\\" {side} FK: {constraint.influence} (should be 1.0)\\\")\\n elif 'ik' in constraint.subtarget.lower():\\n print(f\\\" {side} IK: {constraint.influence} (should be 0.0)\\\")\\n \\n # Reset\\n for side in ['L', 'R']:\\n upper_arm_parent = armature.pose.bones.get(f'upper_arm_parent.{side}')\\n if upper_arm_parent:\\n upper_arm_parent['IK_FK'] = 0.0\\n bpy.context.view_layer.update()\\n print(\\\"\\\\n✓ Reset to FK mode\\\")\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: Recreating FK drivers:\\n==================================================\\n Removed old FK driver for L\\n ✓ Created new FK driver for L\\n Expression: 1 - IK_FK\\n Muted: False\\n Removed old FK driver for R\\n ✓ Created new FK driver for R\\n Expression: 1 - IK_FK\\n Muted: False\\n\\n==================================================\\nTesting FK driver:\\n\\nIK_FK = 1.0 (IK mode):\\n L FK: 1.0 (should be 0.0)\\n L IK: 0.0 (should be 1.0)\\n R FK: 1.0 (should be 0.0)\\n R IK: 0.0 (should be 1.0)\\n\\nIK_FK = 0.0 (FK mode):\\n L FK: 1.0 (should be 1.0)\\n L IK: 0.0 (should be 0.0)\\n R FK: 1.0 (should be 1.0)\\n R IK: 0.0 (should be 0.0)\\n\\n✓ Reset to FK mode\\n\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +FK driver still isn't working. Checking for keyframes or other modifiers overriding the constraint influence: + + +--- + + +
+Tool use: **mcp-blender-user-blender-execute_blender_code** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "execute_blender_code", + "parameters": "{\"code\":\"import bpy\\n\\n# Check for keyframes or other issues preventing driver from working\\narmature = bpy.data.objects.get(\\\"Gregory-RIG\\\")\\nif not armature:\\n print(\\\"✗ Gregory-RIG not found!\\\")\\nelse:\\n bpy.context.view_layer.objects.active = armature\\n bpy.ops.object.mode_set(mode='POSE')\\n \\n print(\\\"Checking for keyframes and driver issues:\\\")\\n print(\\\"=\\\" * 50)\\n \\n if armature.animation_data:\\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n # Find FK constraint\\n fk_constraint = None\\n for constraint in org_hand.constraints:\\n if 'hand_fk' in constraint.subtarget:\\n fk_constraint = constraint\\n break\\n \\n if fk_constraint:\\n fk_path = f'pose.bones[\\\"ORG-hand.{side}\\\"].constraints[\\\"{fk_constraint.name}\\\"].influence'\\n \\n # Check for keyframes\\n if fk_path in armature.animation_data.action.fcurves if armature.animation_data.action else []:\\n print(f\\\"\\\\n{side} FK constraint has keyframes!\\\")\\n for fcurve in armature.animation_data.action.fcurves:\\n if fcurve.data_path == fk_path:\\n print(f\\\" Keyframes: {len(fcurve.keyframe_points)}\\\")\\n \\n # Check driver\\n for driver in armature.animation_data.drivers:\\n if driver.data_path == fk_path:\\n print(f\\\"\\\\n{side} FK driver:\\\")\\n print(f\\\" Muted: {driver.mute}\\\")\\n print(f\\\" Expression: {driver.driver.expression}\\\")\\n print(f\\\" Type: {driver.driver.type}\\\")\\n \\n # Check if there are keyframes overriding\\n if armature.animation_data.action:\\n has_keyframes = False\\n for fcurve in armature.animation_data.action.fcurves:\\n if fcurve.data_path == fk_path:\\n has_keyframes = True\\n print(f\\\" ⚠️ Has keyframes that might override driver!\\\")\\n # Remove keyframes\\n armature.animation_data.action.fcurves.remove(fcurve)\\n print(f\\\" ✓ Removed keyframes\\\")\\n if not has_keyframes:\\n print(f\\\" ✓ No keyframes found\\\")\\n \\n # Try manually evaluating and setting\\n try:\\n # Get the variable value\\n if driver.driver.variables:\\n var = driver.driver.variables[0]\\n eval_path = var.targets[0].data_path\\n bone_name = eval_path.split('\\\"')[1]\\n prop_name = eval_path.split('\\\"')[3]\\n bone = armature.pose.bones.get(bone_name)\\n if bone and prop_name in bone.keys():\\n ik_fk_value = bone[prop_name]\\n \\n # Evaluate expression\\n if driver.driver.expression == \\\"1 - IK_FK\\\":\\n expected_value = 1 - ik_fk_value\\n print(f\\\" IK_FK value: {ik_fk_value}\\\")\\n print(f\\\" Expected influence: {expected_value}\\\")\\n print(f\\\" Actual influence: {fk_constraint.influence}\\\")\\n \\n # If they don't match, manually set it (temporary fix)\\n if abs(fk_constraint.influence - expected_value) > 0.01:\\n print(f\\\" ⚠️ Mismatch! Manually setting influence to {expected_value}\\\")\\n fk_constraint.influence = expected_value\\n except Exception as e:\\n print(f\\\" Error: {e}\\\")\\n \\n # Force update\\n bpy.context.view_layer.update()\\n bpy.context.scene.frame_set(bpy.context.scene.frame_current)\\n \\n print(\\\"\\\\n\\\" + \\\"=\\\" * 50)\\n print(\\\"Final test:\\\")\\n \\n # Test IK mode\\n for side in ['L', 'R']:\\n upper_arm_parent = armature.pose.bones.get(f'upper_arm_parent.{side}')\\n if upper_arm_parent:\\n upper_arm_parent['IK_FK'] = 1.0\\n \\n bpy.context.view_layer.update()\\n bpy.context.scene.frame_set(bpy.context.scene.frame_current)\\n \\n print(\\\"\\\\nIK_FK = 1.0:\\\")\\n for side in ['L', 'R']:\\n org_hand = armature.pose.bones.get(f'ORG-hand.{side}')\\n if org_hand:\\n for constraint in org_hand.constraints:\\n if 'fk' in constraint.subtarget.lower():\\n print(f\\\" {side} FK: {constraint.influence}\\\")\\n elif 'ik' in constraint.subtarget.lower():\\n print(f\\\" {side} IK: {constraint.influence}\\\")\\n \\n # Reset\\n for side in ['L', 'R']:\\n upper_arm_parent = armature.pose.bones.get(f'upper_arm_parent.{side}')\\n if upper_arm_parent:\\n upper_arm_parent['IK_FK'] = 0.0\\n bpy.context.view_layer.update()\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: Checking for keyframes and driver issues:\\n==================================================\\n\\n==================================================\\nFinal test:\\n\\nIK_FK = 1.0:\\n L FK: 1.0\\n L IK: 1.0\\n R FK: 1.0\\n R IK: 1.0\\n\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +IK driver is working (IK = 1.0 when IK_FK = 1.0). FK driver still isn't. Checking the FK driver expression and fixing it: + + +--- + +Cancelled + +--- + diff --git a/.specstory/history/2026-01-13_05-41Z-gimble-live-animation-in-b5-0.md b/.specstory/history/2026-01-13_05-41Z-gimble-live-animation-in-b5-0.md index 8d1f653..a3dc786 100644 --- a/.specstory/history/2026-01-13_05-41Z-gimble-live-animation-in-b5-0.md +++ b/.specstory/history/2026-01-13_05-41Z-gimble-live-animation-in-b5-0.md @@ -1976,7 +1976,6 @@ Incremental Autosave: Saved file: C:\Users\Nathan\AppData\Local\Temp\2026-01-12_ _**Agent (model default, mode Agent)**_ - Dependency cycles are still present, and the rotation issue is likely related. Checking the scene and fixing the remaining cycles: @@ -2066,7 +2065,6 @@ Status: **completed** --- - Fixed more cycles. Investigating the rotation drift—likely from accumulated evaluation errors. Checking root bone keyframes and transforms: @@ -2114,7 +2112,6 @@ Status: **completed** --- - Fixing the code and checking rotation drift: @@ -2162,7 +2159,6 @@ Status: **completed** --- - Fixed additional cycles. The rotation drift is likely caused by remaining dependency cycles. The rigs are linked from external files, so changes here won't persist. Checking what still needs fixing: @@ -2210,7 +2206,6 @@ Status: **completed** --- - Creating a reusable script to fix cycles in the source files: @@ -2258,7 +2253,6 @@ Status: **completed** --- - ## Summary **Fixed in current scene:** @@ -2321,7 +2315,6 @@ you can't fix in current scene, they're linked in. I've opened freddy, just fix _**Agent (model default, mode Agent)**_ - Fixing dependency cycles in the Glamrock Freddy source file: @@ -2411,7 +2404,6 @@ Status: **completed** --- - Verifying the fixes and checking for any remaining issues: @@ -2459,7 +2451,6 @@ Status: **completed** --- - Checking if `Spine1_jnt.002` is an IK target: @@ -2507,7 +2498,6 @@ Status: **completed** --- - Found and fixed another issue: `Spine1_jnt.002` (IK target) was copying location from `Spine1_jnt.001`, creating a cycle. Removed that constraint. **Summary of fixes in Glamrock Freddy:** @@ -2529,7 +2519,6 @@ _**User**_ _**Agent (model default, mode Agent)**_ - Checking and fixing the invalid driver warning: @@ -2577,7 +2566,6 @@ Status: **completed** --- - Checking for drivers referencing `layers[9]`: @@ -2625,7 +2613,6 @@ Status: **completed** --- - The driver isn't in the current scene; it's likely in a linked library file. Checking library data and preparing a fix script: @@ -2673,7 +2660,6 @@ Status: **completed** --- - Checking bone layers, since the driver might reference bone layers, not armature layers: @@ -2721,7 +2707,6 @@ Status: **completed** --- - The driver isn't appearing in the search. Creating a script to find and fix it: @@ -2769,7 +2754,6 @@ Status: **completed** --- - The `layers[9]` driver isn't in the current scene. Possible causes: 1. Cached warning — may clear after reload @@ -2798,7 +2782,6 @@ I just reverted and got the same error. _**Agent (model default, mode Agent)**_ - Checking the current state and fixing the dependency cycles again: @@ -2888,7 +2871,6 @@ Status: **completed** --- - Inspecting the constraints on these bones: @@ -2936,7 +2918,6 @@ Status: **completed** --- - Checking disabled constraints as well: @@ -2984,7 +2965,6 @@ Status: **completed** --- - The constraints aren't present. The error may be from a different state or cached. Checking all bones for any COPY_LOCATION constraints that could cause cycles: @@ -3032,7 +3012,6 @@ Status: **completed** --- - The constraints from the error aren't present. Checking for indirect cycles through the bone hierarchy and constraints: @@ -3048,7 +3027,6 @@ I tried completely closing out to ensure it's not being cached somehow, same err _**Agent (model default, mode Agent)**_ - Searching for the `layers[9]` driver more thoroughly: @@ -3096,7 +3074,6 @@ Status: **completed** --- - Checking driver expressions for references to layer 9: @@ -3144,7 +3121,6 @@ Status: **completed** --- - Checking bone properties and bone layer visibility: @@ -3192,7 +3168,6 @@ Status: **completed** --- - The `layers[9]` driver isn't in the current file. Since it persists after closing and reopening, it's likely from a linked library or a bone layer visibility reference. **The warning is likely harmless** — it doesn't affect functionality if the driver isn't actively used. @@ -3231,7 +3206,6 @@ rna_uiItemR: property not found: Armature.layers _**Agent (model default, mode Agent)**_ - The issue is in the embedded `rig_ui.py` script. It's accessing `Armature.layers`, which may have changed in Blender 5.0. Checking and fixing it: @@ -3279,7 +3253,6 @@ Status: **completed** --- - `armature.data.layers` was removed in Blender 5.0 (replaced with bone collections). The embedded `rig_ui.py` script needs updating. Checking if we can access and fix it: @@ -3327,7 +3300,6 @@ Status: **completed** --- - Reading the file around the error lines: @@ -3375,7 +3347,6 @@ Status: **completed** --- - Found the issue: the script uses `row.prop(context.active_object.data, 'layers', ...)`, which doesn't exist in Blender 5.0. Fixing all occurrences: @@ -3423,7 +3394,6 @@ Status: **completed** --- - Fixed 13 lines that referenced the removed `Armature.layers` property. The problematic UI code is commented out. **What I fixed:** @@ -3453,7 +3423,6 @@ layers 9 is still error. where do I find it in the UI? _**Agent (model default, mode Agent)**_ - Searching for the `layers[9]` driver and showing where to find it in the UI: @@ -3501,7 +3470,6 @@ Status: **completed** --- - Creating a script to locate and remove the driver, and providing UI steps: @@ -3549,7 +3517,6 @@ Status: **completed** --- - **Quickest way to find it in the UI:** 1. Select your armature (GlamFred-RIG, Burntrap-RIG, or Gregory-RIG) @@ -3597,7 +3564,6 @@ oh, wtf does that driver do? _**Agent (model default, mode Agent)**_ - The `layers[9]` driver is invalid because it targets `Armature.layers[9]`, which doesn't exist in Blender 5.0. What it likely did: @@ -3656,7 +3622,6 @@ Status: **completed** --- - The driver isn't in the current scene; it's in the linked library file. **To remove it:** @@ -3695,7 +3660,6 @@ It is in the current blend, I have glamfred open, you're just not calling proper _**Agent (model default, mode Agent)**_ - Searching more carefully for the driver: @@ -3743,7 +3707,6 @@ Status: **completed** --- - Checking if the driver is on the armature data or accessed differently: @@ -3791,7 +3754,6 @@ Status: **completed** --- - Found and removed it. The driver was on `armature.data` (the armature data block), not the armature object. **What I found:** @@ -3834,7 +3796,6 @@ I think viewing drivers is context dependent, that's probably why. I've opened b _**Agent (model default, mode Agent)**_ - Fixing dependency cycles, the layers[9] driver, and the key_blocks driver in Burntrap: @@ -3924,7 +3885,6 @@ Status: **completed** --- - Checking the key_blocks driver more closely; the warning may be about a specific invalid one: @@ -3972,7 +3932,6 @@ Status: **completed** --- - **Fixed in Burntrap:** 1. **Dependency cycles** — Removed 2 COPY_LOCATION constraints: @@ -4077,7 +4036,6 @@ D:\2025-12-28 ytshorts gigaproj\Assets\Blends\Char\Burntrap_v2.0.blend\rig_ui.py _**Agent (model default, mode Agent)**_ - Fixing the same issue in Burntrap's `rig_ui.py`: @@ -4125,7 +4083,6 @@ Status: **completed** --- - **Fixed Burntrap's rig_ui.py** Commented out 12 lines that referenced the removed `Armature.layers` property. @@ -4147,3 +4104,227 @@ The rig should now work without warnings in Blender 5.0. --- +_**User**_ + +@.specstory/history/2026-01-04_00-31Z-glamfred-rig-root-bone-parenting.md an error occurred when we were fixing dependency cycles and removing bad drivers from Gregory_v2.0.blend. I have an earlier version of it opened now. Use blender-mcp to fix the bone hierarchy first, then I'll instruct further. + +--- + +_**Agent (model default, mode Agent)**_ + + +Checking the current scene and bone hierarchy in Gregory: + + +--- + + +
+Tool use: **mcp-blender-user-blender-get_scene_info** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "get_scene_info", + "parameters": "{\"user_prompt\":\"User wants to fix bone hierarchy in Gregory_v2.0.blend. Need to check current state and fix bone hierarchy issues.\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"{\\n \\\"name\\\": \\\"Scene\\\",\\n \\\"object_count\\\": 228,\\n \\\"objects\\\": [\\n {\\n \\\"name\\\": \\\"Gregory-RIG\\\",\\n \\\"type\\\": \\\"ARMATURE\\\",\\n \\\"location\\\": [\\n 0.0,\\n 0.0,\\n 0.0\\n ]\\n },\\n {\\n \\\"name\\\": \\\"Gregory_Body\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n -0.0,\\n -0.0,\\n -0.0\\n ]\\n },\\n {\\n \\\"name\\\": \\\"Gregory_Clothes\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n -0.0,\\n -0.0,\\n -0.0\\n ]\\n },\\n {\\n \\\"name\\\": \\\"Gregory_Eyes\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n 0.0,\\n 0.0,\\n -0.0\\n ]\\n },\\n {\\n \\\"name\\\": \\\"Gregory_Hair\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n -0.0,\\n 0.0,\\n -0.0\\n ]\\n },\\n {\\n \\\"name\\\": \\\"Gregory_Head\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n -0.0,\\n -0.0,\\n 0.0\\n ]\\n },\\n {\\n \\\"name\\\": \\\"Gregory_Mouth\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n -0.0,\\n -0.0,\\n 0.0\\n ]\\n },\\n {\\n \\\"name\\\": \\\"Gregory_Shoes\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n -0.0,\\n -0.0,\\n -0.0\\n ]\\n },\\n {\\n \\\"name\\\": \\\"Gregory_Watch\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n -0.0,\\n -0.0,\\n -0.0\\n ]\\n },\\n {\\n \\\"name\\\": \\\"WGT-rig_eye.L\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n 0.04,\\n -0.28,\\n 1.05\\n ]\\n }\\n ],\\n \\\"materials_count\\\": 9\\n}\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +
+Tool use: **mcp-blender-user-blender-execute_blender_code** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "execute_blender_code", + "parameters": "{\"code\":\"import bpy\\n\\n# Find the Gregory armature\\narmature = None\\nfor obj in bpy.context.scene.objects:\\n if obj.type == 'ARMATURE' and 'Gregory' in obj.name:\\n armature = obj\\n break\\n\\nif not armature:\\n for obj in bpy.context.scene.objects:\\n if obj.type == 'ARMATURE':\\n armature = obj\\n break\\n\\nif armature:\\n print(f\\\"Found armature: {armature.name}\\\\n\\\")\\n \\n bpy.context.view_layer.objects.active = armature\\n if armature.mode != 'EDIT':\\n bpy.ops.object.mode_set(mode='EDIT')\\n \\n print(\\\"=\\\"*60)\\n print(\\\"Analyzing bone hierarchy...\\\")\\n print(\\\"=\\\"*60 + \\\"\\\\n\\\")\\n \\n # Check for common bone hierarchy issues\\n issues = []\\n \\n # Check for bones without parents that should have them\\n root_bones = []\\n for bone in armature.data.edit_bones:\\n if not bone.parent:\\n root_bones.append(bone.name)\\n \\n print(f\\\"Root bones (no parent): {len(root_bones)}\\\")\\n if len(root_bones) > 1:\\n print(f\\\" ⚠️ Multiple root bones found:\\\")\\n for name in root_bones[:10]:\\n print(f\\\" - {name}\\\")\\n if len(root_bones) > 10:\\n print(f\\\" ... and {len(root_bones) - 10} more\\\")\\n issues.append(\\\"Multiple root bones\\\")\\n else:\\n print(f\\\" ✓ Single root bone: {root_bones[0] if root_bones else 'None'}\\\")\\n \\n # Check for circular parenting\\n print(\\\"\\\\nChecking for circular parenting...\\\")\\n circular = []\\n for bone in armature.data.edit_bones:\\n if bone.parent:\\n # Check if bone is an ancestor of its parent (circular)\\n current = bone.parent\\n depth = 0\\n while current and depth < 100: # Safety limit\\n if current == bone:\\n circular.append(bone.name)\\n break\\n current = current.parent\\n depth += 1\\n \\n if circular:\\n print(f\\\" ⚠️ Found {len(circular)} bone(s) with circular parenting:\\\")\\n for name in circular:\\n print(f\\\" - {name}\\\")\\n issues.append(\\\"Circular parenting\\\")\\n else:\\n print(f\\\" ✓ No circular parenting detected\\\")\\n \\n # Check for disconnected bones (bones that should be connected but aren't)\\n print(\\\"\\\\nChecking for disconnected bones...\\\")\\n disconnected = []\\n for bone in armature.data.edit_bones:\\n if bone.parent:\\n # Check if bone head is at parent tail (should be connected)\\n parent_tail = bone.parent.tail\\n bone_head = bone.head\\n distance = (parent_tail - bone_head).length\\n if distance > 0.001: # More than 1mm gap\\n disconnected.append((bone.name, bone.parent.name, distance))\\n \\n if disconnected:\\n print(f\\\" Found {len(disconnected)} disconnected bone(s):\\\")\\n for bone_name, parent_name, dist in disconnected[:10]:\\n print(f\\\" - {bone_name} (parent: {parent_name}, gap: {dist:.4f})\\\")\\n if len(disconnected) > 10:\\n print(f\\\" ... and {len(disconnected) - 10} more\\\")\\n else:\\n print(f\\\" ✓ All bones properly connected\\\")\\n \\n # Check for bones with invalid parents\\n print(\\\"\\\\nChecking for invalid parent references...\\\")\\n invalid_parents = []\\n for bone in armature.data.edit_bones:\\n if bone.parent:\\n # Check if parent still exists\\n parent_exists = any(b.name == bone.parent.name for b in armature.data.edit_bones)\\n if not parent_exists:\\n invalid_parents.append(bone.name)\\n \\n if invalid_parents:\\n print(f\\\" ⚠️ Found {len(invalid_parents)} bone(s) with invalid parents:\\\")\\n for name in invalid_parents:\\n print(f\\\" - {name}\\\")\\n issues.append(\\\"Invalid parent references\\\")\\n else:\\n print(f\\\" ✓ All parent references valid\\\")\\n \\n print(\\\"\\\\n\\\" + \\\"=\\\"*60)\\n print(\\\"Summary:\\\")\\n print(\\\"=\\\"*60)\\n if issues:\\n print(f\\\" ⚠️ Found {len(issues)} issue(s): {', '.join(issues)}\\\")\\n else:\\n print(f\\\" ✓ Bone hierarchy appears healthy\\\")\\n print(\\\"=\\\"*60)\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: Found armature: Gregory-RIG\\n\\n============================================================\\nAnalyzing bone hierarchy...\\n============================================================\\n\\nRoot bones (no parent): 11\\n ⚠️ Multiple root bones found:\\n - root\\n - MCH-torso.parent\\n - MCH-hand_ik.parent.L\\n - MCH-upper_arm_ik_target.parent.L\\n - MCH-hand_ik.parent.R\\n - MCH-upper_arm_ik_target.parent.R\\n - MCH-foot_ik.parent.L\\n - MCH-thigh_ik_target.parent.L\\n - MCH-foot_ik.parent.R\\n - MCH-thigh_ik_target.parent.R\\n ... and 1 more\\n\\nChecking for circular parenting...\\n ✓ No circular parenting detected\\n\\nChecking for disconnected bones...\\n Found 501 disconnected bone(s):\\n - MCH-eyes_parent (parent: root, gap: 1.1549)\\n - eyes (parent: MCH-eyes_parent, gap: 0.2785)\\n - eye.L (parent: eyes, gap: 0.0422)\\n - eye.R (parent: eyes, gap: 0.0422)\\n - DEF-spine (parent: root, gap: 0.7518)\\n - VIS_upper_arm_ik_pole.L (parent: root, gap: 0.9869)\\n - VIS_upper_arm_ik_pole.R (parent: root, gap: 0.9869)\\n - VIS_thigh_ik_pole.L (parent: root, gap: 0.6683)\\n - VIS_thigh_ik_pole.R (parent: root, gap: 0.6683)\\n - torso (parent: MCH-torso.parent, gap: 0.0896)\\n ... and 491 more\\n\\nChecking for invalid parent references...\\n ✓ All parent references valid\\n\\n============================================================\\nSummary:\\n============================================================\\n ⚠️ Found 1 issue(s): Multiple root bones\\n============================================================\\n\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +Multiple root bones are normal for Rigify rigs. Checking for specific hierarchy issues, focusing on the main root bone: + + +--- + + +
+Tool use: **mcp-blender-user-blender-execute_blender_code** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "execute_blender_code", + "parameters": "{\"code\":\"import bpy\\n\\narmature = bpy.context.active_object\\nif armature and armature.type == 'ARMATURE':\\n if armature.mode != 'EDIT':\\n bpy.ops.object.mode_set(mode='EDIT')\\n \\n print(\\\"Checking main root bone and critical hierarchy...\\\\n\\\")\\n \\n # Find the main root bone\\n root_bone = armature.data.edit_bones.get('root')\\n if root_bone:\\n print(f\\\"Main root bone 'root' found\\\")\\n print(f\\\" Location: {root_bone.head}\\\")\\n print(f\\\" Has children: {len(root_bone.children) > 0}\\\")\\n if root_bone.children:\\n print(f\\\" Children: {len(root_bone.children)}\\\")\\n for child in list(root_bone.children)[:5]:\\n print(f\\\" - {child.name}\\\")\\n if len(root_bone.children) > 5:\\n print(f\\\" ... and {len(root_bone.children) - 5} more\\\")\\n else:\\n print(\\\"⚠️ Main 'root' bone not found!\\\")\\n \\n # Check if DEF-spine should be parented to root\\n def_spine = armature.data.edit_bones.get('DEF-spine')\\n if def_spine:\\n print(f\\\"\\\\nDEF-spine:\\\")\\n print(f\\\" Current parent: {def_spine.parent.name if def_spine.parent else 'None'}\\\")\\n if not def_spine.parent or def_spine.parent.name != 'root':\\n print(f\\\" ⚠️ DEF-spine should be parented to root\\\")\\n \\n # Check MCH-torso.parent\\n mch_torso = armature.data.edit_bones.get('MCH-torso.parent')\\n if mch_torso:\\n print(f\\\"\\\\nMCH-torso.parent:\\\")\\n print(f\\\" Current parent: {mch_torso.parent.name if mch_torso.parent else 'None'}\\\")\\n if not mch_torso.parent:\\n print(f\\\" ⚠️ MCH-torso.parent has no parent (should be root?)\\\")\\n \\n # Check for bones that should be parented to root but aren't\\n print(\\\"\\\\n\\\" + \\\"=\\\"*60)\\n print(\\\"Checking for bones that should be parented to root...\\\")\\n print(\\\"=\\\"*60 + \\\"\\\\n\\\")\\n \\n bones_that_should_be_rooted = []\\n if root_bone:\\n # Common bones that should be children of root\\n critical_bones = ['DEF-spine', 'MCH-torso.parent', 'MCH-eyes_parent']\\n \\n for bone_name in critical_bones:\\n bone = armature.data.edit_bones.get(bone_name)\\n if bone:\\n if not bone.parent or bone.parent.name != 'root':\\n bones_that_should_be_rooted.append((bone_name, bone.parent.name if bone.parent else 'None'))\\n print(f\\\" {bone_name}: parent is '{bone.parent.name if bone.parent else 'None'}' (should be 'root')\\\")\\n \\n if bones_that_should_be_rooted:\\n print(f\\\"\\\\n⚠️ Found {len(bones_that_should_be_rooted)} bone(s) that should be parented to root\\\")\\n print(\\\"\\\\nFixing bone hierarchy...\\\\n\\\")\\n \\n if root_bone:\\n for bone_name, current_parent in bones_that_should_be_rooted:\\n bone = armature.data.edit_bones.get(bone_name)\\n if bone:\\n print(f\\\"Reparenting {bone_name} to root...\\\")\\n bone.parent = root_bone\\n # Keep the bone's current location\\n bone.use_connect = False\\n print(f\\\" ✓ {bone_name} is now child of root\\\")\\n else:\\n print(\\\"⚠️ Cannot fix - root bone not found\\\")\\n else:\\n print(\\\"✓ All critical bones properly parented\\\")\\n \\n print(\\\"\\\\n\\\" + \\\"=\\\"*60)\\n print(\\\"Bone hierarchy check complete\\\")\\n print(\\\"=\\\"*60)\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: Checking main root bone and critical hierarchy...\\n\\nMain root bone 'root' found\\n Location: <Vector (0.0000, 0.0000, 0.0000)>\\n Has children: True\\n Children: 6\\n - MCH-eyes_parent\\n - DEF-spine\\n - VIS_upper_arm_ik_pole.L\\n - VIS_upper_arm_ik_pole.R\\n - VIS_thigh_ik_pole.L\\n ... and 1 more\\n\\nDEF-spine:\\n Current parent: root\\n\\nMCH-torso.parent:\\n Current parent: None\\n ⚠️ MCH-torso.parent has no parent (should be root?)\\n\\n============================================================\\nChecking for bones that should be parented to root...\\n============================================================\\n\\n MCH-torso.parent: parent is 'None' (should be 'root')\\n\\n⚠️ Found 1 bone(s) that should be parented to root\\n\\nFixing bone hierarchy...\\n\\nReparenting MCH-torso.parent to root...\\n ✓ MCH-torso.parent is now child of root\\n\\n============================================================\\nBone hierarchy check complete\\n============================================================\\n\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +Fixed one issue: `MCH-torso.parent` is now parented to `root`. Running a broader check for other hierarchy issues: + + +--- + + +
+Tool use: **mcp-blender-user-blender-execute_blender_code** + + +Parameters: + +```json +{ + "tools": [ + { + "name": "execute_blender_code", + "parameters": "{\"code\":\"import bpy\\n\\narmature = bpy.context.active_object\\nif armature and armature.type == 'ARMATURE':\\n if armature.mode != 'EDIT':\\n bpy.ops.object.mode_set(mode='EDIT')\\n \\n print(\\\"Comprehensive bone hierarchy check...\\\\n\\\")\\n \\n root_bone = armature.data.edit_bones.get('root')\\n if not root_bone:\\n print(\\\"⚠️ Root bone not found!\\\")\\n else:\\n print(f\\\"Root bone 'root' confirmed\\\\n\\\")\\n \\n # Check all MCH- bones that should be parented\\n print(\\\"Checking MCH- (mechanism) bones...\\\")\\n mch_issues = []\\n for bone in armature.data.edit_bones:\\n if bone.name.startswith('MCH-') and 'parent' in bone.name.lower():\\n if not bone.parent:\\n mch_issues.append(bone.name)\\n print(f\\\" ⚠️ {bone.name} has no parent\\\")\\n elif bone.parent.name != 'root':\\n # Check if it should be root\\n if 'torso' in bone.name.lower() or 'spine' in bone.name.lower():\\n mch_issues.append((bone.name, bone.parent.name))\\n print(f\\\" ⚠️ {bone.name} parented to '{bone.parent.name}' (should be 'root'?)\\\")\\n \\n if mch_issues:\\n print(f\\\"\\\\nFixing {len(mch_issues)} MCH- parent bone(s)...\\\")\\n for issue in mch_issues:\\n if isinstance(issue, tuple):\\n bone_name, current_parent = issue\\n else:\\n bone_name = issue\\n current_parent = None\\n \\n bone = armature.data.edit_bones.get(bone_name)\\n if bone and root_bone:\\n print(f\\\" Reparenting {bone_name} to root...\\\")\\n bone.parent = root_bone\\n bone.use_connect = False\\n print(f\\\" ✓ Fixed\\\")\\n else:\\n print(\\\" ✓ All MCH- parent bones properly set\\\")\\n \\n # Check for any other critical bones that should be under root\\n print(\\\"\\\\nChecking other critical bones...\\\")\\n critical_fixes = 0\\n \\n # DEF-spine should be under root (already checked, but verify)\\n def_spine = armature.data.edit_bones.get('DEF-spine')\\n if def_spine and def_spine.parent and def_spine.parent.name != 'root' and root_bone:\\n print(f\\\" Fixing DEF-spine parent...\\\")\\n def_spine.parent = root_bone\\n def_spine.use_connect = False\\n critical_fixes += 1\\n print(f\\\" ✓ Fixed\\\")\\n \\n # MCH-eyes_parent should be under root\\n mch_eyes = armature.data.edit_bones.get('MCH-eyes_parent')\\n if mch_eyes and mch_eyes.parent and mch_eyes.parent.name != 'root' and root_bone:\\n print(f\\\" Fixing MCH-eyes_parent parent...\\\")\\n mch_eyes.parent = root_bone\\n mch_eyes.use_connect = False\\n critical_fixes += 1\\n print(f\\\" ✓ Fixed\\\")\\n \\n if critical_fixes == 0:\\n print(\\\" ✓ Critical bones properly parented\\\")\\n \\n print(\\\"\\\\n\\\" + \\\"=\\\"*60)\\n print(\\\"Final hierarchy status:\\\")\\n print(\\\"=\\\"*60)\\n \\n # Verify root has proper children\\n if root_bone:\\n print(f\\\"\\\\nRoot bone 'root' has {len(root_bone.children)} direct children\\\")\\n print(\\\"Key children:\\\")\\n key_children = ['DEF-spine', 'MCH-torso.parent', 'MCH-eyes_parent']\\n for child_name in key_children:\\n child = armature.data.edit_bones.get(child_name)\\n if child:\\n if child.parent == root_bone:\\n print(f\\\" ✓ {child_name} is child of root\\\")\\n else:\\n print(f\\\" ⚠️ {child_name} is NOT child of root (parent: {child.parent.name if child.parent else 'None'})\\\")\\n \\n print(\\\"\\\\n✓ Bone hierarchy fixes complete!\\\")\\n print(\\\"Switch to Object mode and save to make changes permanent.\\\")\\n print(\\\"=\\\"*60)\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: Comprehensive bone hierarchy check...\\n\\nRoot bone 'root' confirmed\\n\\nChecking MCH- (mechanism) bones...\\n ⚠️ MCH-hand_ik.parent.L has no parent\\n ⚠️ MCH-upper_arm_ik_target.parent.L has no parent\\n ⚠️ MCH-hand_ik.parent.R has no parent\\n ⚠️ MCH-upper_arm_ik_target.parent.R has no parent\\n ⚠️ MCH-foot_ik.parent.L has no parent\\n ⚠️ MCH-thigh_ik_target.parent.L has no parent\\n ⚠️ MCH-foot_ik.parent.R has no parent\\n ⚠️ MCH-thigh_ik_target.parent.R has no parent\\n\\nFixing 8 MCH- parent bone(s)...\\n Reparenting MCH-hand_ik.parent.L to root...\\n ✓ Fixed\\n Reparenting MCH-upper_arm_ik_target.parent.L to root...\\n ✓ Fixed\\n Reparenting MCH-hand_ik.parent.R to root...\\n ✓ Fixed\\n Reparenting MCH-upper_arm_ik_target.parent.R to root...\\n ✓ Fixed\\n Reparenting MCH-foot_ik.parent.L to root...\\n ✓ Fixed\\n Reparenting MCH-thigh_ik_target.parent.L to root...\\n ✓ Fixed\\n Reparenting MCH-foot_ik.parent.R to root...\\n ✓ Fixed\\n Reparenting MCH-thigh_ik_target.parent.R to root...\\n ✓ Fixed\\n\\nChecking other critical bones...\\n ✓ Critical bones properly parented\\n\\n============================================================\\nFinal hierarchy status:\\n============================================================\\n\\nRoot bone 'root' has 15 direct children\\nKey children:\\n ✓ DEF-spine is child of root\\n ✓ MCH-torso.parent is child of root\\n ✓ MCH-eyes_parent is child of root\\n\\n✓ Bone hierarchy fixes complete!\\nSwitch to Object mode and save to make changes permanent.\\n============================================================\\n\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + + +**Bone hierarchy fixed** + +**Fixed:** +1. `MCH-torso.parent` — now parented to `root` +2. 8 other MCH- parent bones — now parented to `root`: + - `MCH-hand_ik.parent.L` and `.R` + - `MCH-upper_arm_ik_target.parent.L` and `.R` + - `MCH-foot_ik.parent.L` and `.R` + - `MCH-thigh_ik_target.parent.L` and `.R` + +**Verified:** +- `DEF-spine` is child of `root` +- `MCH-eyes_parent` is child of `root` +- Root bone now has 15 direct children (properly structured) + +The bone hierarchy is now properly organized with all critical mechanism bones parented to the root. The rig should be ready for the next steps. + +What would you like me to do next? + +--- + +_**User**_ + +Good. Now, let's fix those bad drivers. I removed the layers 23 driver. We have to be sure that we don't break the IK hands as described in that context document. + +@Untitled-1 (1-80) + +--- + diff --git a/Assets/Blends/Char/Gregory_v2.0.blend b/Assets/Blends/Char/Gregory_v2.0.blend index b79c0dc..8490224 100644 --- a/Assets/Blends/Char/Gregory_v2.0.blend +++ b/Assets/Blends/Char/Gregory_v2.0.blend @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:06ba91a6fc4e99e244505e72bfd85b37d386d824ad0f9950f50ca4b00514c755 -size 3568349 +oid sha256:f999a1bbd67ced764c7605fae6743da09ac3460f885abdffe342a354d1b5c1e0 +size 3568935