diff options
author | Alexander Gavrilov <angavrilov@gmail.com> | 2018-10-05 20:00:32 +0300 |
---|---|---|
committer | Alexander Gavrilov <angavrilov@gmail.com> | 2018-10-05 20:19:58 +0300 |
commit | 25bd9feadb36053bdef938b52f77caf0a34016ad (patch) | |
tree | 02bcc662aa524ad8c544dab14f18329d0ff61727 /source/blender/blenkernel | |
parent | 6723e173a52769602846ed485f6f3341077eaa02 (diff) |
Add a new B-Bone Custom Handle type that uses the handle bone direction.
Both original handle types are based on location, and Absolute uses it
in a weird way: the Start handle uses the head, while End uses the tail.
This makes controlling the shape of the B-Bone via control bone rotation
really non-intuitive, especially if trying to add a single control for
the tangent in the middle of a B-Bone chain.
To remedy this, add a new custom handle type that uses the orientation
of the control bone, while completely ignoring location. It is even
possible to control both ends of one B-Bone with the same handle bone,
resulting in an S shape.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3769
Diffstat (limited to 'source/blender/blenkernel')
-rw-r--r-- | source/blender/blenkernel/intern/armature.c | 25 |
1 files changed, 23 insertions, 2 deletions
diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c index 91661f0a4e3..198cc526865 100644 --- a/source/blender/blenkernel/intern/armature.c +++ b/source/blender/blenkernel/intern/armature.c @@ -468,6 +468,7 @@ void b_bone_spline_setup(bPoseChannel *pchan, int rest, Mat4 result_array[MAX_BB Bone *bone = pchan->bone; BBoneSplineParameters param; float imat[4][4], posemat[4][4]; + float delta[3]; memset(¶m, 0, sizeof(param)); @@ -518,11 +519,21 @@ void b_bone_spline_setup(bPoseChannel *pchan, int rest, Mat4 result_array[MAX_BB done = true; } else { - float delta[3]; sub_v3_v3v3(delta, prev->pose_head, prev->bone->arm_head); sub_v3_v3v3(h1, pchan->pose_head, delta); } } + else if (bone->bbone_prev_type == BBONE_HANDLE_TANGENT) { + /* Use bone direction by offsetting so that its tail meets current bone's head */ + if (rest) { + sub_v3_v3v3(delta, prev->bone->arm_tail, prev->bone->arm_head); + sub_v3_v3v3(h1, bone->arm_head, delta); + } + else { + sub_v3_v3v3(delta, prev->pose_tail, prev->pose_head); + sub_v3_v3v3(h1, pchan->pose_head, delta); + } + } else { /* Apply special handling for smoothly joining B-Bone chains */ param.prev_bbone = (prev->bone->segments > 1); @@ -556,11 +567,21 @@ void b_bone_spline_setup(bPoseChannel *pchan, int rest, Mat4 result_array[MAX_BB done = true; } else { - float delta[3]; sub_v3_v3v3(delta, next->pose_head, next->bone->arm_head); add_v3_v3v3(h2, pchan->pose_tail, delta); } } + else if (bone->bbone_next_type == BBONE_HANDLE_TANGENT) { + /* Use bone direction by offsetting so that its head meets current bone's tail */ + if (rest) { + sub_v3_v3v3(delta, next->bone->arm_tail, next->bone->arm_head); + add_v3_v3v3(h2, bone->arm_tail, delta); + } + else { + sub_v3_v3v3(delta, next->pose_tail, next->pose_head); + add_v3_v3v3(h2, pchan->pose_tail, delta); + } + } else { /* Apply special handling for smoothly joining B-Bone chains */ param.next_bbone = (next->bone->segments > 1); |