From ec6e0ed110b25831747dededaf166e8a7a081cc9 Mon Sep 17 00:00:00 2001 From: Raincloud Date: Mon, 26 Jan 2026 18:20:48 -0700 Subject: [PATCH] vanessa rig hierarchy fix --- ...13_05-41Z-gimble-live-animation-in-b5-0.md | 250 +++++++++++++++++- Assets/Blends/Char/Vanessa_v2.0.blend | 4 +- TODO.md | 4 +- 3 files changed, 250 insertions(+), 8 deletions(-) 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 a3dc786..3d1da28 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 @@ -4112,7 +4112,6 @@ _**User**_ _**Agent (model default, mode Agent)**_ - Checking the current scene and bone hierarchy in Gregory: @@ -4202,7 +4201,6 @@ Status: **completed** --- - Multiple root bones are normal for Rigify rigs. Checking for specific hierarchy issues, focusing on the main root bone: @@ -4250,7 +4248,6 @@ Status: **completed** --- - Fixed one issue: `MCH-torso.parent` is now parented to `root`. Running a broader check for other hierarchy issues: @@ -4298,7 +4295,6 @@ Status: **completed** --- - **Bone hierarchy fixed** **Fixed:** @@ -4328,3 +4324,249 @@ Good. Now, let's fix those bad drivers. I removed the layers 23 driver. We have --- +_**Agent (model default, mode Agent)**_ + +Checking drivers in Gregory, being careful not to break IK hands: + + +--- + + +
+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 not armature or armature.type != 'ARMATURE':\\n for obj in bpy.context.scene.objects:\\n if obj.type == 'ARMATURE' and 'Gregory' in obj.name:\\n armature = obj\\n break\\n\\nif armature:\\n print(f\\\"Checking drivers in {armature.name}...\\\\n\\\")\\n \\n print(\\\"=\\\"*60)\\n print(\\\"1. Checking for invalid drivers...\\\")\\n print(\\\"=\\\"*60 + \\\"\\\\n\\\")\\n \\n # Check armature object drivers\\n invalid_drivers = []\\n ik_hand_drivers = []\\n \\n if armature.animation_data and armature.animation_data.drivers:\\n print(f\\\"Found {len(armature.animation_data.drivers)} driver(s) on armature object:\\\\n\\\")\\n for driver in armature.animation_data.drivers:\\n is_valid = driver.is_valid\\n data_path = driver.data_path\\n \\n # Check if it's related to IK hands\\n if 'hand' in data_path.lower() or 'ik' in data_path.lower():\\n ik_hand_drivers.append((driver, data_path, is_valid))\\n print(f\\\" [IK HAND RELATED] {data_path}\\\")\\n print(f\\\" Is valid: {is_valid}\\\")\\n if not is_valid:\\n print(f\\\" ⚠️ Invalid but IK-related - be careful!\\\")\\n elif not is_valid:\\n invalid_drivers.append((driver, data_path, 'armature'))\\n print(f\\\" [INVALID] {data_path}\\\")\\n else:\\n print(f\\\" [OK] {data_path}\\\")\\n \\n # Check armature.data drivers (like layers[23])\\n if hasattr(armature.data, 'animation_data') and armature.data.animation_data:\\n if armature.data.animation_data.drivers:\\n print(f\\\"\\\\nFound {len(armature.data.animation_data.drivers)} driver(s) on armature.data:\\\\n\\\")\\n for driver in armature.data.animation_data.drivers:\\n data_path = driver.data_path\\n is_valid = driver.is_valid\\n \\n if 'layers' in data_path.lower():\\n print(f\\\" [LAYERS] {data_path}, array_index: {driver.array_index if hasattr(driver, 'array_index') else 'N/A'}\\\")\\n print(f\\\" Is valid: {is_valid}\\\")\\n if not is_valid:\\n invalid_drivers.append((driver, data_path, 'armature.data'))\\n print(f\\\" ⚠️ Invalid layers driver\\\")\\n elif not is_valid:\\n invalid_drivers.append((driver, data_path, 'armature.data'))\\n print(f\\\" [INVALID] {data_path}\\\")\\n else:\\n print(f\\\" [OK] {data_path}\\\")\\n \\n print(\\\"\\\\n\\\" + \\\"=\\\"*60)\\n print(\\\"2. Summary:\\\")\\n print(\\\"=\\\"*60)\\n print(f\\\" Invalid drivers found: {len(invalid_drivers)}\\\")\\n print(f\\\" IK hand-related drivers: {len(ik_hand_drivers)}\\\")\\n \\n if invalid_drivers:\\n print(f\\\"\\\\nInvalid drivers to remove:\\\")\\n for driver, data_path, location in invalid_drivers:\\n print(f\\\" - {location}: {data_path}\\\")\\n \\n if ik_hand_drivers:\\n print(f\\\"\\\\nIK hand drivers (keeping these safe):\\\")\\n for driver, data_path, is_valid in ik_hand_drivers:\\n status = \\\"VALID\\\" if is_valid else \\\"INVALID\\\"\\n print(f\\\" - {data_path} [{status}]\\\")\\n \\n print(\\\"\\\\n\\\" + \\\"=\\\"*60)\\n print(\\\"3. Removing only safe-to-remove invalid drivers...\\\")\\n print(\\\"=\\\"*60 + \\\"\\\\n\\\")\\n \\n removed_count = 0\\n \\n # Remove invalid drivers that are NOT IK hand related\\n for driver, data_path, location in invalid_drivers:\\n # Double-check it's not IK hand related\\n if 'hand' not in data_path.lower() and 'ik' not in data_path.lower():\\n print(f\\\"Removing invalid driver from {location}: {data_path}\\\")\\n if location == 'armature':\\n armature.animation_data.drivers.remove(driver)\\n elif location == 'armature.data':\\n armature.data.animation_data.drivers.remove(driver)\\n removed_count += 1\\n print(f\\\" ✓ Removed\\\")\\n else:\\n print(f\\\"SKIPPING (IK hand related): {data_path}\\\")\\n \\n print(f\\\"\\\\n✓ Removed {removed_count} invalid driver(s)\\\")\\n print(\\\"\\\\n⚠️ IK hand drivers were preserved to maintain functionality\\\")\\n print(\\\"=\\\"*60)\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: Checking drivers in Gregory-RIG...\\n\\n============================================================\\n1. Checking for invalid drivers...\\n============================================================\\n\\nFound 114 driver(s) on armature object:\\n\\n [OK] pose.bones[\\\"MCH-jaw_master\\\"].constraints[\\\"Copy Transforms.001\\\"].influence\\n [OK] pose.bones[\\\"MCH-jaw_master.001\\\"].constraints[\\\"Copy Transforms.001\\\"].influence\\n [OK] pose.bones[\\\"MCH-jaw_master.002\\\"].constraints[\\\"Copy Transforms.001\\\"].influence\\n [OK] pose.bones[\\\"MCH-jaw_master.003\\\"].constraints[\\\"Copy Transforms.001\\\"].influence\\n [OK] pose.bones[\\\"MCH-eyes_parent\\\"].constraints[\\\"Copy Transforms\\\"].influence\\n [OK] pose.bones[\\\"MCH-upper_arm_parent.L\\\"].constraints[\\\"Copy Rotation\\\"].influence\\n [IK HAND RELATED] pose.bones[\\\"MCH-upper_arm_ik_stretch.L\\\"].constraints[\\\"Limit Scale\\\"].influence\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-forearm_ik.L\\\"].constraints[\\\"IK\\\"].mute\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-forearm_ik.L\\\"].constraints[\\\"IK.001\\\"].mute\\n Is valid: True\\n [OK] pose.bones[\\\"ORG-upper_arm.L\\\"].constraints[\\\"Copy Transforms.001\\\"].influence\\n [OK] pose.bones[\\\"ORG-forearm.L\\\"].constraints[\\\"Copy Transforms.001\\\"].influence\\n [IK HAND RELATED] pose.bones[\\\"ORG-hand.L\\\"].constraints[\\\"Copy Transforms.001\\\"].influence\\n Is valid: True\\n [OK] pose.bones[\\\"MCH-f_index.02_drv.L\\\"].rotation_euler\\n [OK] pose.bones[\\\"MCH-f_index.03_drv.L\\\"].rotation_euler\\n [OK] pose.bones[\\\"MCH-thumb.02_drv.L\\\"].rotation_euler\\n [OK] pose.bones[\\\"MCH-thumb.03_drv.L\\\"].rotation_euler\\n [OK] pose.bones[\\\"MCH-f_middle.02_drv.L\\\"].rotation_euler\\n [OK] pose.bones[\\\"MCH-f_middle.03_drv.L\\\"].rotation_euler\\n [OK] pose.bones[\\\"MCH-f_ring.02_drv.L\\\"].rotation_euler\\n [OK] pose.bones[\\\"MCH-f_ring.03_drv.L\\\"].rotation_euler\\n [OK] pose.bones[\\\"MCH-f_pinky.02_drv.L\\\"].rotation_euler\\n [OK] pose.bones[\\\"MCH-f_pinky.03_drv.L\\\"].rotation_euler\\n [OK] pose.bones[\\\"MCH-upper_arm_parent.R\\\"].constraints[\\\"Copy Rotation\\\"].influence\\n [IK HAND RELATED] pose.bones[\\\"MCH-upper_arm_ik_stretch.R\\\"].constraints[\\\"Limit Scale\\\"].influence\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-forearm_ik.R\\\"].constraints[\\\"IK\\\"].mute\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-forearm_ik.R\\\"].constraints[\\\"IK.001\\\"].mute\\n Is valid: True\\n [OK] pose.bones[\\\"ORG-upper_arm.R\\\"].constraints[\\\"Copy Transforms.001\\\"].influence\\n [OK] pose.bones[\\\"ORG-forearm.R\\\"].constraints[\\\"Copy Transforms.001\\\"].influence\\n [IK HAND RELATED] pose.bones[\\\"ORG-hand.R\\\"].constraints[\\\"Copy Transforms.001\\\"].influence\\n Is valid: True\\n [OK] pose.bones[\\\"MCH-f_index.02_drv.R\\\"].rotation_euler\\n [OK] pose.bones[\\\"MCH-f_index.03_drv.R\\\"].rotation_euler\\n [OK] pose.bones[\\\"MCH-thumb.02_drv.R\\\"].rotation_euler\\n [OK] pose.bones[\\\"MCH-thumb.03_drv.R\\\"].rotation_euler\\n [OK] pose.bones[\\\"MCH-f_middle.02_drv.R\\\"].rotation_euler\\n [OK] pose.bones[\\\"MCH-f_middle.03_drv.R\\\"].rotation_euler\\n [OK] pose.bones[\\\"MCH-f_ring.02_drv.R\\\"].rotation_euler\\n [OK] pose.bones[\\\"MCH-f_ring.03_drv.R\\\"].rotation_euler\\n [OK] pose.bones[\\\"MCH-f_pinky.02_drv.R\\\"].rotation_euler\\n [OK] pose.bones[\\\"MCH-f_pinky.03_drv.R\\\"].rotation_euler\\n [OK] pose.bones[\\\"MCH-ROT-neck\\\"].constraints[\\\"Copy Rotation\\\"].influence\\n [OK] pose.bones[\\\"MCH-ROT-head\\\"].constraints[\\\"Copy Rotation\\\"].influence\\n [OK] pose.bones[\\\"MCH-thigh_parent.L\\\"].constraints[\\\"Copy Rotation\\\"].influence\\n [OK] pose.bones[\\\"MCH-toe.L\\\"].constraints[\\\"Copy Transforms\\\"].influence\\n [IK HAND RELATED] pose.bones[\\\"MCH-thigh_ik_stretch.L\\\"].constraints[\\\"Limit Scale\\\"].influence\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-shin_ik.L\\\"].constraints[\\\"IK\\\"].mute\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-shin_ik.L\\\"].constraints[\\\"IK.001\\\"].mute\\n Is valid: True\\n [OK] pose.bones[\\\"ORG-thigh.L\\\"].constraints[\\\"Copy Transforms.001\\\"].influence\\n [OK] pose.bones[\\\"ORG-shin.L\\\"].constraints[\\\"Copy Transforms.001\\\"].influence\\n [OK] pose.bones[\\\"ORG-foot.L\\\"].constraints[\\\"Copy Transforms.001\\\"].influence\\n [OK] pose.bones[\\\"MCH-thigh_parent.R\\\"].constraints[\\\"Copy Rotation\\\"].influence\\n [OK] pose.bones[\\\"MCH-toe.R\\\"].constraints[\\\"Copy Transforms\\\"].influence\\n [IK HAND RELATED] pose.bones[\\\"MCH-thigh_ik_stretch.R\\\"].constraints[\\\"Limit Scale\\\"].influence\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-shin_ik.R\\\"].constraints[\\\"IK\\\"].mute\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-shin_ik.R\\\"].constraints[\\\"IK.001\\\"].mute\\n Is valid: True\\n [OK] pose.bones[\\\"ORG-thigh.R\\\"].constraints[\\\"Copy Transforms.001\\\"].influence\\n [OK] pose.bones[\\\"ORG-shin.R\\\"].constraints[\\\"Copy Transforms.001\\\"].influence\\n [OK] pose.bones[\\\"ORG-foot.R\\\"].constraints[\\\"Copy Transforms.001\\\"].influence\\n [OK] pose.bones[\\\"MCH-torso.parent\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[0].weight\\n [IK HAND RELATED] pose.bones[\\\"MCH-hand_ik.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[0].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-hand_ik.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[1].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-hand_ik.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[2].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-hand_ik.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[3].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-hand_ik.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[4].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-hand_ik.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[5].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-upper_arm_ik_target.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[0].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-upper_arm_ik_target.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[1].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-upper_arm_ik_target.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[2].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-upper_arm_ik_target.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[3].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-upper_arm_ik_target.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[4].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-upper_arm_ik_target.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[5].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-upper_arm_ik_target.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[6].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-hand_ik.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[0].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-hand_ik.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[1].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-hand_ik.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[2].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-hand_ik.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[3].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-hand_ik.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[4].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-hand_ik.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[5].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-upper_arm_ik_target.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[0].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-upper_arm_ik_target.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[1].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-upper_arm_ik_target.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[2].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-upper_arm_ik_target.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[3].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-upper_arm_ik_target.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[4].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-upper_arm_ik_target.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[5].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-upper_arm_ik_target.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[6].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-foot_ik.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[0].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-foot_ik.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[1].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-foot_ik.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[2].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-foot_ik.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[3].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-foot_ik.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[4].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-thigh_ik_target.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[0].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-thigh_ik_target.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[1].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-thigh_ik_target.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[2].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-thigh_ik_target.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[3].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-thigh_ik_target.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[4].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-thigh_ik_target.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[5].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-foot_ik.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[0].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-foot_ik.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[1].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-foot_ik.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[2].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-foot_ik.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[3].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-foot_ik.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[4].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-thigh_ik_target.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[0].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-thigh_ik_target.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[1].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-thigh_ik_target.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[2].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-thigh_ik_target.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[3].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-thigh_ik_target.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[4].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"MCH-thigh_ik_target.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[5].weight\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"upper_arm_ik_target.L\\\"].hide\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"VIS_upper_arm_ik_pole.L\\\"].hide\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"upper_arm_ik_target.R\\\"].hide\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"VIS_upper_arm_ik_pole.R\\\"].hide\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"thigh_ik_target.L\\\"].hide\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"VIS_thigh_ik_pole.L\\\"].hide\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"thigh_ik_target.R\\\"].hide\\n Is valid: True\\n [IK HAND RELATED] pose.bones[\\\"VIS_thigh_ik_pole.R\\\"].hide\\n Is valid: True\\n\\nFound 84 driver(s) on armature.data:\\n\\n [OK] bones[\\\"DEF-upper_arm.L\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-upper_arm.L.001\\\"].bbone_easein\\n [OK] bones[\\\"DEF-upper_arm.L.001\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-forearm.L\\\"].bbone_easein\\n [OK] bones[\\\"DEF-forearm.L\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-forearm.L.001\\\"].bbone_easein\\n [OK] bones[\\\"DEF-f_index.01.L\\\"].bbone_easein\\n [OK] bones[\\\"DEF-f_index.01.L\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-f_index.02.L\\\"].bbone_easein\\n [OK] bones[\\\"DEF-f_index.02.L\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-f_index.03.L\\\"].bbone_easein\\n [OK] bones[\\\"DEF-f_index.03.L\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-thumb.01.L\\\"].bbone_easein\\n [OK] bones[\\\"DEF-thumb.01.L\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-thumb.02.L\\\"].bbone_easein\\n [OK] bones[\\\"DEF-thumb.02.L\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-thumb.03.L\\\"].bbone_easein\\n [OK] bones[\\\"DEF-thumb.03.L\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-f_middle.01.L\\\"].bbone_easein\\n [OK] bones[\\\"DEF-f_middle.01.L\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-f_middle.02.L\\\"].bbone_easein\\n [OK] bones[\\\"DEF-f_middle.02.L\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-f_middle.03.L\\\"].bbone_easein\\n [OK] bones[\\\"DEF-f_middle.03.L\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-f_ring.01.L\\\"].bbone_easein\\n [OK] bones[\\\"DEF-f_ring.01.L\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-f_ring.02.L\\\"].bbone_easein\\n [OK] bones[\\\"DEF-f_ring.02.L\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-f_ring.03.L\\\"].bbone_easein\\n [OK] bones[\\\"DEF-f_ring.03.L\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-f_pinky.01.L\\\"].bbone_easein\\n [OK] bones[\\\"DEF-f_pinky.01.L\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-f_pinky.02.L\\\"].bbone_easein\\n [OK] bones[\\\"DEF-f_pinky.02.L\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-f_pinky.03.L\\\"].bbone_easein\\n [OK] bones[\\\"DEF-f_pinky.03.L\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-upper_arm.R\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-upper_arm.R.001\\\"].bbone_easein\\n [OK] bones[\\\"DEF-upper_arm.R.001\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-forearm.R\\\"].bbone_easein\\n [OK] bones[\\\"DEF-forearm.R\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-forearm.R.001\\\"].bbone_easein\\n [OK] bones[\\\"DEF-f_index.01.R\\\"].bbone_easein\\n [OK] bones[\\\"DEF-f_index.01.R\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-f_index.02.R\\\"].bbone_easein\\n [OK] bones[\\\"DEF-f_index.02.R\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-f_index.03.R\\\"].bbone_easein\\n [OK] bones[\\\"DEF-f_index.03.R\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-thumb.01.R\\\"].bbone_easein\\n [OK] bones[\\\"DEF-thumb.01.R\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-thumb.02.R\\\"].bbone_easein\\n [OK] bones[\\\"DEF-thumb.02.R\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-thumb.03.R\\\"].bbone_easein\\n [OK] bones[\\\"DEF-thumb.03.R\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-f_middle.01.R\\\"].bbone_easein\\n [OK] bones[\\\"DEF-f_middle.01.R\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-f_middle.02.R\\\"].bbone_easein\\n [OK] bones[\\\"DEF-f_middle.02.R\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-f_middle.03.R\\\"].bbone_easein\\n [OK] bones[\\\"DEF-f_middle.03.R\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-f_ring.01.R\\\"].bbone_easein\\n [OK] bones[\\\"DEF-f_ring.01.R\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-f_ring.02.R\\\"].bbone_easein\\n [OK] bones[\\\"DEF-f_ring.02.R\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-f_ring.03.R\\\"].bbone_easein\\n [OK] bones[\\\"DEF-f_ring.03.R\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-f_pinky.01.R\\\"].bbone_easein\\n [OK] bones[\\\"DEF-f_pinky.01.R\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-f_pinky.02.R\\\"].bbone_easein\\n [OK] bones[\\\"DEF-f_pinky.02.R\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-f_pinky.03.R\\\"].bbone_easein\\n [OK] bones[\\\"DEF-f_pinky.03.R\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-thigh.L\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-thigh.L.001\\\"].bbone_easein\\n [OK] bones[\\\"DEF-thigh.L.001\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-shin.L\\\"].bbone_easein\\n [OK] bones[\\\"DEF-shin.L\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-shin.L.001\\\"].bbone_easein\\n [OK] bones[\\\"DEF-thigh.R\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-thigh.R.001\\\"].bbone_easein\\n [OK] bones[\\\"DEF-thigh.R.001\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-shin.R\\\"].bbone_easein\\n [OK] bones[\\\"DEF-shin.R\\\"].bbone_easeout\\n [OK] bones[\\\"DEF-shin.R.001\\\"].bbone_easein\\n\\n============================================================\\n2. Summary:\\n============================================================\\n Invalid drivers found: 0\\n IK hand-related drivers: 70\\n\\nIK hand drivers (keeping these safe):\\n - pose.bones[\\\"MCH-upper_arm_ik_stretch.L\\\"].constraints[\\\"Limit Scale\\\"].influence [VALID]\\n - pose.bones[\\\"MCH-forearm_ik.L\\\"].constraints[\\\"IK\\\"].mute [VALID]\\n - pose.bones[\\\"MCH-forearm_ik.L\\\"].constraints[\\\"IK.001\\\"].mute [VALID]\\n - pose.bones[\\\"ORG-hand.L\\\"].constraints[\\\"Copy Transforms.001\\\"].influence [VALID]\\n - pose.bones[\\\"MCH-upper_arm_ik_stretch.R\\\"].constraints[\\\"Limit Scale\\\"].influence [VALID]\\n - pose.bones[\\\"MCH-forearm_ik.R\\\"].constraints[\\\"IK\\\"].mute [VALID]\\n - pose.bones[\\\"MCH-forearm_ik.R\\\"].constraints[\\\"IK.001\\\"].mute [VALID]\\n - pose.bones[\\\"ORG-hand.R\\\"].constraints[\\\"Copy Transforms.001\\\"].influence [VALID]\\n - pose.bones[\\\"MCH-thigh_ik_stretch.L\\\"].constraints[\\\"Limit Scale\\\"].influence [VALID]\\n - pose.bones[\\\"MCH-shin_ik.L\\\"].constraints[\\\"IK\\\"].mute [VALID]\\n - pose.bones[\\\"MCH-shin_ik.L\\\"].constraints[\\\"IK.001\\\"].mute [VALID]\\n - pose.bones[\\\"MCH-thigh_ik_stretch.R\\\"].constraints[\\\"Limit Scale\\\"].influence [VALID]\\n - pose.bones[\\\"MCH-shin_ik.R\\\"].constraints[\\\"IK\\\"].mute [VALID]\\n - pose.bones[\\\"MCH-shin_ik.R\\\"].constraints[\\\"IK.001\\\"].mute [VALID]\\n - pose.bones[\\\"MCH-hand_ik.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[0].weight [VALID]\\n - pose.bones[\\\"MCH-hand_ik.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[1].weight [VALID]\\n - pose.bones[\\\"MCH-hand_ik.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[2].weight [VALID]\\n - pose.bones[\\\"MCH-hand_ik.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[3].weight [VALID]\\n - pose.bones[\\\"MCH-hand_ik.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[4].weight [VALID]\\n - pose.bones[\\\"MCH-hand_ik.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[5].weight [VALID]\\n - pose.bones[\\\"MCH-upper_arm_ik_target.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[0].weight [VALID]\\n - pose.bones[\\\"MCH-upper_arm_ik_target.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[1].weight [VALID]\\n - pose.bones[\\\"MCH-upper_arm_ik_target.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[2].weight [VALID]\\n - pose.bones[\\\"MCH-upper_arm_ik_target.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[3].weight [VALID]\\n - pose.bones[\\\"MCH-upper_arm_ik_target.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[4].weight [VALID]\\n - pose.bones[\\\"MCH-upper_arm_ik_target.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[5].weight [VALID]\\n - pose.bones[\\\"MCH-upper_arm_ik_target.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[6].weight [VALID]\\n - pose.bones[\\\"MCH-hand_ik.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[0].weight [VALID]\\n - pose.bones[\\\"MCH-hand_ik.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[1].weight [VALID]\\n - pose.bones[\\\"MCH-hand_ik.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[2].weight [VALID]\\n - pose.bones[\\\"MCH-hand_ik.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[3].weight [VALID]\\n - pose.bones[\\\"MCH-hand_ik.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[4].weight [VALID]\\n - pose.bones[\\\"MCH-hand_ik.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[5].weight [VALID]\\n - pose.bones[\\\"MCH-upper_arm_ik_target.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[0].weight [VALID]\\n - pose.bones[\\\"MCH-upper_arm_ik_target.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[1].weight [VALID]\\n - pose.bones[\\\"MCH-upper_arm_ik_target.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[2].weight [VALID]\\n - pose.bones[\\\"MCH-upper_arm_ik_target.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[3].weight [VALID]\\n - pose.bones[\\\"MCH-upper_arm_ik_target.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[4].weight [VALID]\\n - pose.bones[\\\"MCH-upper_arm_ik_target.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[5].weight [VALID]\\n - pose.bones[\\\"MCH-upper_arm_ik_target.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[6].weight [VALID]\\n - pose.bones[\\\"MCH-foot_ik.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[0].weight [VALID]\\n - pose.bones[\\\"MCH-foot_ik.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[1].weight [VALID]\\n - pose.bones[\\\"MCH-foot_ik.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[2].weight [VALID]\\n - pose.bones[\\\"MCH-foot_ik.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[3].weight [VALID]\\n - pose.bones[\\\"MCH-foot_ik.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[4].weight [VALID]\\n - pose.bones[\\\"MCH-thigh_ik_target.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[0].weight [VALID]\\n - pose.bones[\\\"MCH-thigh_ik_target.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[1].weight [VALID]\\n - pose.bones[\\\"MCH-thigh_ik_target.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[2].weight [VALID]\\n - pose.bones[\\\"MCH-thigh_ik_target.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[3].weight [VALID]\\n - pose.bones[\\\"MCH-thigh_ik_target.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[4].weight [VALID]\\n - pose.bones[\\\"MCH-thigh_ik_target.parent.L\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[5].weight [VALID]\\n - pose.bones[\\\"MCH-foot_ik.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[0].weight [VALID]\\n - pose.bones[\\\"MCH-foot_ik.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[1].weight [VALID]\\n - pose.bones[\\\"MCH-foot_ik.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[2].weight [VALID]\\n - pose.bones[\\\"MCH-foot_ik.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[3].weight [VALID]\\n - pose.bones[\\\"MCH-foot_ik.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[4].weight [VALID]\\n - pose.bones[\\\"MCH-thigh_ik_target.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[0].weight [VALID]\\n - pose.bones[\\\"MCH-thigh_ik_target.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[1].weight [VALID]\\n - pose.bones[\\\"MCH-thigh_ik_target.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[2].weight [VALID]\\n - pose.bones[\\\"MCH-thigh_ik_target.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[3].weight [VALID]\\n - pose.bones[\\\"MCH-thigh_ik_target.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[4].weight [VALID]\\n - pose.bones[\\\"MCH-thigh_ik_target.parent.R\\\"].constraints[\\\"SWITCH_PARENT\\\"].targets[5].weight [VALID]\\n - pose.bones[\\\"upper_arm_ik_target.L\\\"].hide [VALID]\\n - pose.bones[\\\"VIS_upper_arm_ik_pole.L\\\"].hide [VALID]\\n - pose.bones[\\\"upper_arm_ik_target.R\\\"].hide [VALID]\\n - pose.bones[\\\"VIS_upper_arm_ik_pole.R\\\"].hide [VALID]\\n - pose.bones[\\\"thigh_ik_target.L\\\"].hide [VALID]\\n - pose.bones[\\\"VIS_thigh_ik_pole.L\\\"].hide [VALID]\\n - pose.bones[\\\"thigh_ik_target.R\\\"].hide [VALID]\\n - pose.bones[\\\"VIS_thigh_ik_pole.R\\\"].hide [VALID]\\n\\n============================================================\\n3. Removing only safe-to-remove invalid drivers...\\n============================================================\\n\\n\\n✓ Removed 0 invalid driver(s)\\n\\n⚠️ IK hand drivers were preserved to maintain functionality\\n============================================================\\n\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + +All drivers are valid. Checking for any remaining layers drivers (including layers[23]) that might still exist: + + +--- + + +
+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 not armature or armature.type != 'ARMATURE':\\n for obj in bpy.context.scene.objects:\\n if obj.type == 'ARMATURE' and 'Gregory' in obj.name:\\n armature = obj\\n break\\n\\nif armature:\\n print(\\\"Checking for any remaining layers drivers...\\\\n\\\")\\n \\n # Check armature.data for layers drivers\\n layers_drivers = []\\n if hasattr(armature.data, 'animation_data') and armature.data.animation_data:\\n if armature.data.animation_data.drivers:\\n for driver in armature.data.animation_data.drivers:\\n if 'layers' in driver.data_path.lower():\\n array_idx = driver.array_index if hasattr(driver, 'array_index') else 'N/A'\\n layers_drivers.append((driver, driver.data_path, array_idx))\\n print(f\\\"Found layers driver:\\\")\\n print(f\\\" Data path: {driver.data_path}\\\")\\n print(f\\\" Array index: {array_idx}\\\")\\n print(f\\\" Is valid: {driver.is_valid}\\\")\\n \\n # Check armature object for layers drivers\\n if armature.animation_data and armature.animation_data.drivers:\\n for driver in armature.animation_data.drivers:\\n if 'layers' in driver.data_path.lower():\\n array_idx = driver.array_index if hasattr(driver, 'array_index') else 'N/A'\\n layers_drivers.append((driver, driver.data_path, array_idx))\\n print(f\\\"Found layers driver on armature object:\\\")\\n print(f\\\" Data path: {driver.data_path}\\\")\\n print(f\\\" Array index: {array_idx}\\\")\\n print(f\\\" Is valid: {driver.is_valid}\\\")\\n \\n if layers_drivers:\\n print(f\\\"\\\\nFound {len(layers_drivers)} layers driver(s)\\\")\\n print(\\\"Removing all layers drivers (they're invalid in Blender 5.0)...\\\\n\\\")\\n \\n removed = 0\\n for driver, data_path, array_idx in layers_drivers:\\n print(f\\\"Removing: {data_path} (array_index: {array_idx})\\\")\\n # Remove from appropriate location\\n if hasattr(armature.data, 'animation_data') and armature.data.animation_data:\\n if driver in armature.data.animation_data.drivers:\\n armature.data.animation_data.drivers.remove(driver)\\n removed += 1\\n print(f\\\" ✓ Removed from armature.data\\\")\\n if armature.animation_data and driver in armature.animation_data.drivers:\\n armature.animation_data.drivers.remove(driver)\\n removed += 1\\n print(f\\\" ✓ Removed from armature object\\\")\\n \\n print(f\\\"\\\\n✓ Removed {removed} layers driver(s)\\\")\\n else:\\n print(\\\"✓ No layers drivers found\\\")\\n print(\\\"The layers[23] driver has already been removed.\\\")\\n \\n print(\\\"\\\\n\\\" + \\\"=\\\"*60)\\n print(\\\"Driver status:\\\")\\n print(\\\"=\\\"*60)\\n print(\\\"✓ All drivers are valid\\\")\\n print(\\\"✓ No layers drivers found (already removed)\\\")\\n print(\\\"✓ All IK hand drivers are preserved and valid\\\")\\n print(\\\"\\\\nThe rig should be ready to use!\\\")\\n print(\\\"=\\\"*60)\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"Code executed successfully: Checking for any remaining layers drivers...\\n\\n✓ No layers drivers found\\nThe layers[23] driver has already been removed.\\n\\n============================================================\\nDriver status:\\n============================================================\\n✓ All drivers are valid\\n✓ No layers drivers found (already removed)\\n✓ All IK hand drivers are preserved and valid\\n\\nThe rig should be ready to use!\\n============================================================\\n\"}]}" +} +``` +User decision: **accepted** + +Status: **completed** + + +
+
+ +--- + +**All drivers are clean** + +**Status:** +- All 114 drivers on the armature object are valid +- All 84 drivers on armature.data are valid +- No layers drivers found (layers[23] already removed) +- All 70 IK hand-related drivers are preserved and valid + +**IK hand drivers preserved:** +- `MCH-hand_ik.parent.L/R` SWITCH_PARENT drivers (critical for IK hand parenting) +- `MCH-upper_arm_ik_target.parent.L/R` SWITCH_PARENT drivers +- `ORG-hand.L/R` Copy Transforms drivers +- All IK constraint mute/influence drivers + +The rig is ready. All drivers are valid, and the IK hand functionality is preserved. The bone hierarchy is fixed, and there are no invalid drivers remaining. + +Save the file to make everything permanent. + +--- + +_**User**_ + +Vanessa rig needs the hierarchy fix, too. I have it open. I removed the invalid layers 23 driver. + +--- + +_**Agent (model default, mode Agent)**_ + + +Checking and fixing the bone hierarchy in the Vanessa rig: + + +--- + + +
+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 Vanessa rig. Need to check current state and fix hierarchy issues.\"}", + "serverName": "blender" + } + ] +} +``` +Additional data: + +```json +{ + "status": "success" +} +``` +Result: + +```json +{ + "result": "{\"content\":[{\"type\":\"text\",\"text\":\"{\\n \\\"name\\\": \\\"Scene\\\",\\n \\\"object_count\\\": 231,\\n \\\"objects\\\": [\\n {\\n \\\"name\\\": \\\"Vanessa\\\",\\n \\\"type\\\": \\\"ARMATURE\\\",\\n \\\"location\\\": [\\n 0.0,\\n 0.0,\\n 0.0\\n ]\\n },\\n {\\n \\\"name\\\": \\\"Body\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n 0.0,\\n 0.0,\\n 0.0\\n ]\\n },\\n {\\n \\\"name\\\": \\\"Eye\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n 0.0,\\n -0.0,\\n -0.0\\n ]\\n },\\n {\\n \\\"name\\\": \\\"Eyebrows\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n -0.0,\\n 0.0,\\n 0.0\\n ]\\n },\\n {\\n \\\"name\\\": \\\"Eyelashes\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n 0.0,\\n 0.0,\\n 0.0\\n ]\\n },\\n {\\n \\\"name\\\": \\\"Hair\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n 0.0,\\n 0.0,\\n -0.0\\n ]\\n },\\n {\\n \\\"name\\\": \\\"Hat\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n -0.0,\\n 0.0,\\n 0.0\\n ]\\n },\\n {\\n \\\"name\\\": \\\"Head\\\",\\n \\\"type\\\": \\\"MESH\\\",\\n \\\"location\\\": [\\n 0.0,\\n 0.0,\\n 0.0\\n ]\\n },\\n {\\n \\\"name\\\": \\\"Mouth\\\",\\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 0.0,\\n -0.1,\\n 1.3\\n ]\\n }\\n ],\\n \\\"materials_count\\\": 12\\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 Vanessa armature\\narmature = None\\nfor obj in bpy.context.scene.objects:\\n if obj.type == 'ARMATURE' and 'Vanessa' 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 in Vanessa rig...\\\")\\n print(\\\"=\\\"*60 + \\\"\\\\n\\\")\\n \\n # Check for root bones\\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\\\" Root bones found:\\\")\\n for name in root_bones[:15]:\\n print(f\\\" - {name}\\\")\\n if len(root_bones) > 15:\\n print(f\\\" ... and {len(root_bones) - 15} more\\\")\\n \\n # Find the main root bone\\n root_bone = armature.data.edit_bones.get('root')\\n if not root_bone:\\n # Try other common root names\\n for name in ['Root', 'ROOT', 'root_bone', 'spine', 'Spine']:\\n root_bone = armature.data.edit_bones.get(name)\\n if root_bone:\\n print(f\\\"\\\\nMain root bone found: {root_bone.name}\\\")\\n break\\n \\n if root_bone:\\n print(f\\\"\\\\nMain root bone: {root_bone.name}\\\")\\n print(f\\\" Has children: {len(root_bone.children)}\\\")\\n else:\\n print(\\\"\\\\n⚠️ No main root bone found - checking first root bone...\\\")\\n if root_bones:\\n root_bone = armature.data.edit_bones.get(root_bones[0])\\n print(f\\\" Using first root bone: {root_bone.name if root_bone else 'None'}\\\")\\n \\n print(\\\"\\\\n\\\" + \\\"=\\\"*60)\\n print(\\\"Checking for bones that should be parented to root...\\\")\\n print(\\\"=\\\"*60 + \\\"\\\\n\\\")\\n \\n bones_to_fix = []\\n \\n # Check MCH- parent bones\\n if root_bone:\\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 or bone.parent.name != root_bone.name:\\n bones_to_fix.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_bone.name}')\\\")\\n \\n # Check DEF-spine or similar\\n def_spine = armature.data.edit_bones.get('DEF-spine')\\n if def_spine:\\n if not def_spine.parent or def_spine.parent.name != root_bone.name:\\n bones_to_fix.append(('DEF-spine', def_spine.parent.name if def_spine.parent else 'None'))\\n print(f\\\" DEF-spine: parent is '{def_spine.parent.name if def_spine.parent else 'None'}' (should be '{root_bone.name}')\\\")\\n \\n # Check MCH-eyes_parent\\n mch_eyes = armature.data.edit_bones.get('MCH-eyes_parent')\\n if mch_eyes:\\n if not mch_eyes.parent or mch_eyes.parent.name != root_bone.name:\\n bones_to_fix.append(('MCH-eyes_parent', mch_eyes.parent.name if mch_eyes.parent else 'None'))\\n print(f\\\" MCH-eyes_parent: parent is '{mch_eyes.parent.name if mch_eyes.parent else 'None'}' (should be '{root_bone.name}')\\\")\\n \\n if bones_to_fix:\\n print(f\\\"\\\\nFixing {len(bones_to_fix)} bone(s)...\\\\n\\\")\\n \\n if root_bone:\\n for bone_name, current_parent in bones_to_fix:\\n bone = armature.data.edit_bones.get(bone_name)\\n if bone:\\n print(f\\\"Reparenting {bone_name} to {root_bone.name}...\\\")\\n bone.parent = root_bone\\n bone.use_connect = False\\n print(f\\\" ✓ Fixed\\\")\\n else:\\n print(\\\"⚠️ Cannot fix - no root bone found\\\")\\n else:\\n print(\\\"✓ All critical bones properly parented\\\")\\n \\n print(\\\"\\\\n\\\" + \\\"=\\\"*60)\\n print(\\\"Final hierarchy status:\\\")\\n print(\\\"=\\\"*60)\\n \\n if root_bone:\\n print(f\\\"\\\\nRoot bone '{root_bone.name}' has {len(root_bone.children)} direct children\\\")\\n if bones_to_fix:\\n print(\\\"\\\\nKey children now properly parented:\\\")\\n for bone_name, _ in bones_to_fix:\\n bone = armature.data.edit_bones.get(bone_name)\\n if bone and bone.parent == root_bone:\\n print(f\\\" ✓ {bone_name} is child of {root_bone.name}\\\")\\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: Found armature: Vanessa\\n\\n============================================================\\nAnalyzing bone hierarchy in Vanessa rig...\\n============================================================\\n\\nRoot bones (no parent): 11\\n 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 - Bone\\n\\nMain root bone: root\\n Has children: 8\\n\\n============================================================\\nChecking for bones that should be parented to root...\\n============================================================\\n\\n MCH-torso.parent: parent is 'None' (should be 'root')\\n MCH-thigh_parent.L: parent is 'ORG-spine' (should be 'root')\\n MCH-thigh_parent_socket.L: parent is 'MCH-thigh_parent.L' (should be 'root')\\n MCH-thigh_parent.R: parent is 'ORG-spine' (should be 'root')\\n MCH-thigh_parent_socket.R: parent is 'MCH-thigh_parent.R' (should be 'root')\\n MCH-upper_arm_parent.L: parent is 'ORG-shoulder.L' (should be 'root')\\n MCH-upper_arm_parent_socket.L: parent is 'MCH-upper_arm_parent.L' (should be 'root')\\n MCH-upper_arm_parent.R: parent is 'ORG-shoulder.R' (should be 'root')\\n MCH-upper_arm_parent_socket.R: parent is 'MCH-upper_arm_parent.R' (should be 'root')\\n MCH-hand_ik.parent.L: parent is 'None' (should be 'root')\\n MCH-upper_arm_ik_target.parent.L: parent is 'None' (should be 'root')\\n MCH-hand_ik.parent.R: parent is 'None' (should be 'root')\\n MCH-upper_arm_ik_target.parent.R: parent is 'None' (should be 'root')\\n MCH-foot_ik.parent.L: parent is 'None' (should be 'root')\\n MCH-thigh_ik_target.parent.L: parent is 'None' (should be 'root')\\n MCH-foot_ik.parent.R: parent is 'None' (should be 'root')\\n MCH-thigh_ik_target.parent.R: parent is 'None' (should be 'root')\\n\\nFixing 17 bone(s)...\\n\\nReparenting MCH-torso.parent to root...\\n ✓ Fixed\\nReparenting MCH-thigh_parent.L to root...\\n ✓ Fixed\\nReparenting MCH-thigh_parent_socket.L to root...\\n ✓ Fixed\\nReparenting MCH-thigh_parent.R to root...\\n ✓ Fixed\\nReparenting MCH-thigh_parent_socket.R to root...\\n ✓ Fixed\\nReparenting MCH-upper_arm_parent.L to root...\\n ✓ Fixed\\nReparenting MCH-upper_arm_parent_socket.L to root...\\n ✓ Fixed\\nReparenting MCH-upper_arm_parent.R to root...\\n ✓ Fixed\\nReparenting MCH-upper_arm_parent_socket.R to root...\\n ✓ Fixed\\nReparenting MCH-hand_ik.parent.L to root...\\n ✓ Fixed\\nReparenting MCH-upper_arm_ik_target.parent.L to root...\\n ✓ Fixed\\nReparenting MCH-hand_ik.parent.R to root...\\n ✓ Fixed\\nReparenting MCH-upper_arm_ik_target.parent.R to root...\\n ✓ Fixed\\nReparenting MCH-foot_ik.parent.L to root...\\n ✓ Fixed\\nReparenting MCH-thigh_ik_target.parent.L to root...\\n ✓ Fixed\\nReparenting MCH-foot_ik.parent.R to root...\\n ✓ Fixed\\nReparenting MCH-thigh_ik_target.parent.R to root...\\n ✓ Fixed\\n\\n============================================================\\nFinal hierarchy status:\\n============================================================\\n\\nRoot bone 'root' has 25 direct children\\n\\nKey children now properly parented:\\n ✓ MCH-torso.parent is child of root\\n ✓ MCH-thigh_parent.L is child of root\\n ✓ MCH-thigh_parent_socket.L is child of root\\n ✓ MCH-thigh_parent.R is child of root\\n ✓ MCH-thigh_parent_socket.R is child of root\\n ✓ MCH-upper_arm_parent.L is child of root\\n ✓ MCH-upper_arm_parent_socket.L is child of root\\n ✓ MCH-upper_arm_parent.R is child of root\\n ✓ MCH-upper_arm_parent_socket.R is child of root\\n ✓ MCH-hand_ik.parent.L is child of root\\n ✓ MCH-upper_arm_ik_target.parent.L is child of root\\n ✓ MCH-hand_ik.parent.R is child of root\\n ✓ MCH-upper_arm_ik_target.parent.R is child of root\\n ✓ MCH-foot_ik.parent.L is child of root\\n ✓ MCH-thigh_ik_target.parent.L is child of root\\n ✓ MCH-foot_ik.parent.R is child of root\\n ✓ MCH-thigh_ik_target.parent.R 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** + + +
+
+ +--- + + +**Vanessa rig bone hierarchy fixed** + +**Fixed:** +- 17 bones reparented to `root`: + - `MCH-torso.parent` + - `MCH-thigh_parent.L/R` and their sockets + - `MCH-upper_arm_parent.L/R` and their sockets + - `MCH-hand_ik.parent.L/R` + - `MCH-upper_arm_ik_target.parent.L/R` + - `MCH-foot_ik.parent.L/R` + - `MCH-thigh_ik_target.parent.L/R` + +**Result:** +- Root bone now has 25 direct children (properly structured) +- All critical mechanism bones are parented to root +- Hierarchy is organized correctly + +**Status:** +- Bone hierarchy fixed +- Invalid layers[23] driver removed (you already did this) + +The Vanessa rig is ready. Save the file to make the changes permanent. + +--- + +_**User**_ + +the properties bone needs to be parented as well. + +--- + diff --git a/Assets/Blends/Char/Vanessa_v2.0.blend b/Assets/Blends/Char/Vanessa_v2.0.blend index 32604a7..abb8b71 100644 --- a/Assets/Blends/Char/Vanessa_v2.0.blend +++ b/Assets/Blends/Char/Vanessa_v2.0.blend @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:b241fc4e111a6484ebe5605f2e8fdeda7473fa83d17da0ac104e25d68f697980 -size 4225337 +oid sha256:6c3bbf16a178a24c477170da014e538527ee1a9a9766af54fcf3bcaf60245c92 +size 4225324 diff --git a/TODO.md b/TODO.md index 7a84563..33dbae8 100644 --- a/TODO.md +++ b/TODO.md @@ -3,8 +3,8 @@ - [ ] freddyEpstein - [ ] Blender proj - [X] Edit rigs - - [ ] vanessa - - [ ] needs bone parenting fix, too + - [X] vanessa + - [X] needs bone parenting fix, too - [ ] vanessa passed out drunk on the steps next to granddaddy - [ ] afton twitches which makes the metal thumping sounds - [ ] initial "our democracy" - freddy accidentally hitler salutes, squints, glitches, then: