diff options
author | Joshua Leung <aligorith@gmail.com> | 2007-02-05 04:28:14 +0300 |
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committer | Joshua Leung <aligorith@gmail.com> | 2007-02-05 04:28:14 +0300 |
commit | 4d5bd6872b9ee27fd8d8a5ac62e2128b7b554e21 (patch) | |
tree | 607df9db8e5f5d16cddae6f149cefe80743b6c1e /source/blender/blenkernel/BKE_armature.h | |
parent | 461e4786c80b748e0b541edf3930dcdd80182049 (diff) |
Bugfix #5833:
When rotating bones around the 3d-cursor in posemode with a rotated
armature, rotation was around strange points other than the cursor.
This bug has been around for quite a few releases now. Somehow, the
maths used to convert the world/global space locations to local locations
only worked on things in editmode, but not bones.
Diffstat (limited to 'source/blender/blenkernel/BKE_armature.h')
-rw-r--r-- | source/blender/blenkernel/BKE_armature.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_armature.h b/source/blender/blenkernel/BKE_armature.h index cefaaf24eb6..31f6201f35b 100644 --- a/source/blender/blenkernel/BKE_armature.h +++ b/source/blender/blenkernel/BKE_armature.h @@ -97,6 +97,7 @@ void mat3_to_vec_roll(float mat[][3], float *vec, float *roll); /* Common Conversions Between Co-ordinate Spaces */ void armature_mat_world_to_pose(struct Object *ob, float inmat[][4], float outmat[][4]); +void armature_loc_world_to_pose(struct Object *ob, float *inloc, float *outloc); void armature_mat_pose_to_bone(struct bPoseChannel *pchan, float inmat[][4], float outmat[][4]); void armature_loc_pose_to_bone(struct bPoseChannel *pchan, float *inloc, float *outloc); void armature_mat_pose_to_delta(float delta_mat[][4], float pose_mat[][4], float arm_mat[][4]); |