diff options
author | Joshua Leung <aligorith@gmail.com> | 2013-02-19 07:26:18 +0400 |
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committer | Joshua Leung <aligorith@gmail.com> | 2013-02-19 07:26:18 +0400 |
commit | 926e0e7eb71726fdd1be3f9d299bf3d9c3ad0a7a (patch) | |
tree | f47877b1ba4962a65898a60860f947572bc4050b | |
parent | 6550fb8452da5cdb1f913a1e57e13354b4ea6f5f (diff) |
Bugfix [#34283] armature bones losing their roll setting upon translation in
edit mode
My earlier fix for [#33974] (in r.54061) was causing some problems where
manually specified roll values on horizontal or angled bones were getting reset.
This could be nasty as you might not notice the changes for a while (especially
when using stick bones without axes displayed).
I've now put in place a hacky compromise solution which should catch both of
these situations nicely. For z-axis (i.e. vertical) movements, the r.54061 fix
is used, while for everything else (moving or just touch-n-go), the old setting
is used.
-rw-r--r-- | source/blender/editors/transform/transform_generics.c | 21 |
1 files changed, 20 insertions, 1 deletions
diff --git a/source/blender/editors/transform/transform_generics.c b/source/blender/editors/transform/transform_generics.c index f97a8175101..76ca9d8959a 100644 --- a/source/blender/editors/transform/transform_generics.c +++ b/source/blender/editors/transform/transform_generics.c @@ -809,6 +809,7 @@ static void recalcData_view3d(TransInfo *t) if (td->extra) { float vec[3], up_axis[3]; float qrot[4]; + bool ztrans_hack = false; ebo = td->extra; copy_v3_v3(up_axis, td->axismtx[2]); @@ -823,7 +824,25 @@ static void recalcData_view3d(TransInfo *t) mul_m3_v3(t->mat, up_axis); } - ebo->roll = ED_rollBoneToVector(ebo, up_axis, TRUE); + /* "ztrans_hack" is a hacky compromise fix for two bug reports + * - [#33974] : When extruding/translating bones vertically, + * the roll of each bone in such vertical chains would + * flip between z-axis forward and z-axis backwards + * - [#34283] : For "normal" transforms, the original fix for [#33974] + * would cause manually-set roll values on horizontal and + * diagonal bones to constantly get reset to values the system + * deems "correct" (usually 180 degree flips of the manual version) + */ + if (t->mode == TFM_TRANSLATION) { + const float ZAXIS_REF[3] = {0.0f, 0.0f, 1.0f}; + float tdelta[3]; + + /* tdelta is the translation - enable this hack when it is z-axis movement */ + normalize_v3_v3(tdelta, t->values); + ztrans_hack = compare_v3v3(tdelta, ZAXIS_REF, 0.1f); + } + + ebo->roll = ED_rollBoneToVector(ebo, up_axis, ztrans_hack); } } } |