As discussed in the post on Custom Properties Cleanup, custom properties used by the DAZ Importer are now combined into a single, complex property. However, there are two exceptions:
- Morph properties, because they are part of a web of drivers that would not be evaluated in the correct order if they were parts of a complex property.
- Properties that need to work when the add-on is disabled, e.g. at a render farm.
The custom properties used by the MHX rig belong to the second category.
There are two types of custom properties in Blender:RNA properties and ID properties, or properties that are defined by the system or by add-ons and those that are created on the fly. The problem with RNA properties is that they do not work properly if the add-on is disabled. MHX properties have nevertheless been implemented as RNA properties, because ID properties did not worked with file linking in some earlier version of Blender. This problem has been fixed in recent Blender versions, and therefore there is no reason to use RNA properties anymore.
This change should be backwards compatible, almost. Even if the MHX rig was created in an earlier version of the DAZ Importer, where the MHX properties were RNA properties, it should still function correctly with the latest version. This works because RNA properties are automatically converted to ID properties if the API no longer defines them. The only thing that does not work is animations with dynamic FK/IK switching.
Here are the custom properties of a recent MHX rig. The MHX properies begin with "Mha" (there was a reason why they don't start with "Mhx", but I don't remember why anymore). Note the cogwheel to the right of the property value. This indicates that we deal with ID properties rather than RNA properties, which would have "API Defined" written to the right instead.
Pressing the cogwheel brings up the Edit Property window. Note that MHX properties are Library Overridable at the bottom of the window.
Save the scene with the MHX rig, open a new file, and link the collection with the MHX character into the new scene. To make the character useful in the new scene, choose Object > Library Override > Make.
We can still access the custom properties, but they can not be edited. When we change a linked property it turns green.
Now do the following steps:
- Create an animation and save the file.
- Disable the DAZ Importer and MHX RTS add-ons.
- Restart Blender.
We have now recreated the situation at a render farm, where the DAZ Importer and MHX RTS are not available. Nevertheless the animation works correctly, including the animation of custom properties needed e.g. for FK/IK switching.