diff options
author | Alexander Gavrilov <angavrilov@gmail.com> | 2020-12-29 19:55:29 +0300 |
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committer | Alexander Gavrilov <angavrilov@gmail.com> | 2021-01-18 20:08:16 +0300 |
commit | b5c3f26cba81c969a42255e689a26c1b7c89115b (patch) | |
tree | 9d719a63c7b7ef3ba0294200ec0dab0cd0ea6290 /source/blender/blenkernel/intern/armature.c | |
parent | 5e0ef4ef85e61d4714e1ee1b2c9714142067a664 (diff) |
Armature: fix B-Bone deformation blending artifacts with Preserve Volume.
The double quaternion blending method in addition to the deformation
matrix of each bone requires their rest matrices. For ordinary bones
this literally should use the bone rest matrix without any ambiguity.
However, it was also using the bone rest matrix for all of its
B-Bone segments, which is incorrect and causes strange deformation
in some cases involving extreme non-uniform scale, especially
at boundaries between different B-Bones. There is also a similar
known issue that happens with scale at bending joints, and this
fix reduces the distortion when both bones are B-Bones.
This changes both the Armature modifier and the Armature constraint
to use the actual segment rest matrices. Unlike bones, these can have
scale even in rest pose, so normalization is required.
Differential Revision: https://developer.blender.org/D10003
Diffstat (limited to 'source/blender/blenkernel/intern/armature.c')
-rw-r--r-- | source/blender/blenkernel/intern/armature.c | 6 |
1 files changed, 5 insertions, 1 deletions
diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c index a91183b95bd..4c9fb4b191a 100644 --- a/source/blender/blenkernel/intern/armature.c +++ b/source/blender/blenkernel/intern/armature.c @@ -1462,7 +1462,11 @@ void BKE_pchan_bbone_segments_cache_compute(bPoseChannel *pchan) tmat, b_bone_mats[0].mat); - mat4_to_dquat(&b_bone_dual_quats[a], bone->arm_mat, b_bone_mats[a + 1].mat); + /* Compute the orthonormal object space rest matrix of the segment. */ + mul_m4_m4m4(tmat, bone->arm_mat, b_bone_rest[a].mat); + normalize_m4(tmat); + + mat4_to_dquat(&b_bone_dual_quats[a], tmat, b_bone_mats[a + 1].mat); } } |