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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-02-05 16:19:14 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-02-05 16:19:14 +0300
commit90cf78eb5409a77c912b90fb812a4391e31897ae (patch)
tree23594e3f54008f749cfeacc394134425316d860c /source/blender/blenkernel/intern/armature.c
parentfe99f35210bfe932e8f1e8161dc9fe68cd09bf5d (diff)
Fix bones moving when changing between editmode and posemode.
Patch #25901 by Tobias Oelgarte. Bone transformations would be converted back and forth between different representations when changing modes, which due to numerical errors could lead to bone transformations slowly changing as you edit the armature. Now the editmode head, tail and roll values are stored in bones and used directly when entering edit mode. Head and tail were already there but now we ensure they are the exact same value, roll was not yet there, so we have a version patch for it. The sub version was incremented to 1 for the version patch.
Diffstat (limited to 'source/blender/blenkernel/intern/armature.c')
-rw-r--r--source/blender/blenkernel/intern/armature.c7
1 files changed, 0 insertions, 7 deletions
diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c
index 1a219939b77..14c4b6f97ab 100644
--- a/source/blender/blenkernel/intern/armature.c
+++ b/source/blender/blenkernel/intern/armature.c
@@ -1401,13 +1401,6 @@ void where_is_armature_bone(Bone *bone, Bone *prevbone)
VECCOPY(bone->arm_mat[3], bone->head);
}
- /* head */
- VECCOPY(bone->arm_head, bone->arm_mat[3]);
- /* tail is in current local coord system */
- VECCOPY(vec, bone->arm_mat[1]);
- mul_v3_fl(vec, bone->length);
- add_v3_v3v3(bone->arm_tail, bone->arm_head, vec);
-
/* and the kiddies */
prevbone= bone;
for(bone= bone->childbase.first; bone; bone= bone->next) {