diff options
author | Michael Kowalski <makowalski@nvidia.com> | 2022-11-08 03:37:51 +0300 |
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committer | Michael Kowalski <makowalski@nvidia.com> | 2022-11-08 03:37:51 +0300 |
commit | a400935d29f54b9bd821d093873eb4643a279e59 (patch) | |
tree | 5dbd37ed111ee47c0dbe5696b834c3a16e96435c /source/blender/blenkernel/intern/armature.c | |
parent | 036e10e5462b95ec6a12e9dd4a900ba7ff05032c (diff) | |
parent | d8dab1ba978e32af9af581fbd4c4bc0682278703 (diff) |
Merge branch 'tmp-vfx-platform-2023' into tmp-dynamic-usdtmp-dynamic-usd
Diffstat (limited to 'source/blender/blenkernel/intern/armature.c')
-rw-r--r-- | source/blender/blenkernel/intern/armature.c | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c index 2e73cac99b5..e433c26cc54 100644 --- a/source/blender/blenkernel/intern/armature.c +++ b/source/blender/blenkernel/intern/armature.c @@ -1596,7 +1596,7 @@ void BKE_armature_mat_world_to_pose(Object *ob, const float inmat[4][4], float o } /* Get inverse of (armature) object's matrix. */ - invert_m4_m4(obmat, ob->obmat); + invert_m4_m4(obmat, ob->object_to_world); /* multiply given matrix by object's-inverse to find pose-space matrix */ mul_m4_m4m4(outmat, inmat, obmat); @@ -2569,7 +2569,7 @@ void BKE_pose_where_is(struct Depsgraph *depsgraph, Scene *scene, Object *ob) } } else { - invert_m4_m4(ob->imat, ob->obmat); /* imat is needed */ + invert_m4_m4(ob->world_to_object, ob->object_to_world); /* world_to_object is needed */ /* 1. clear flags */ for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) { @@ -2696,14 +2696,14 @@ void BKE_pchan_minmax(const Object *ob, pchan->custom_translation[0], pchan->custom_translation[1], pchan->custom_translation[2]); - mul_m4_series(mat, ob->obmat, tmp, rmat, smat); + mul_m4_series(mat, ob->object_to_world, tmp, rmat, smat); BKE_boundbox_minmax(bb_custom, mat, r_min, r_max); } else { float vec[3]; - mul_v3_m4v3(vec, ob->obmat, pchan_tx->pose_head); + mul_v3_m4v3(vec, ob->object_to_world, pchan_tx->pose_head); minmax_v3v3_v3(r_min, r_max, vec); - mul_v3_m4v3(vec, ob->obmat, pchan_tx->pose_tail); + mul_v3_m4v3(vec, ob->object_to_world, pchan_tx->pose_tail); minmax_v3v3_v3(r_min, r_max, vec); } } |