diff options
author | Joshua Leung <aligorith@gmail.com> | 2016-05-17 18:19:06 +0300 |
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committer | Joshua Leung <aligorith@gmail.com> | 2016-05-17 18:19:06 +0300 |
commit | 49aeee5a3dfa9fc0ae29e99f7c5c0cc0124e560e (patch) | |
tree | 49ace019e0509cd188f24d11c8f799ab676f6bbd /source/blender/blenloader | |
parent | 29a17d54da1f4b85a59487e032165bb44dc1b065 (diff) |
Bendy Bones: Advanced B-Bones for Easier + Simple Rigging
This commit/patch/branch brings a bunch of powerful new options for B-Bones and
for working with B-Bones, making it easier for animators to create their own
rigs, using fewer bones (which also means hopefully lighter + faster rigs ;)
This functionality was first demoed by Daniel at BConf15
Some highlights from this patch include:
* You can now directly control the shape of B-Bones using a series of properties
instead of being restricted to trying to indirectly control them through the
neighbouring bones. See the "Bendy Bones" panel...
* B-Bones can be shaped in EditMode to define a "curved rest pose" for the bone.
This is useful for things like eyebrows and mouths/eyelids
* You can now make B-Bones use custom bones as their reference bone handles,
instead of only using the parent/child bones. To do so, enable the
"Use Custom Reference Handles" toggle. If none are specified, then the BBone will
only use the Bendy Bone properties.
* Constraints Head/Tail option can now slide along the B-Bone shape, instead of
just linearly interpolating between the endpoints of the bone.
For more details, see:
* http://aligorith.blogspot.co.nz/2016/05/bendy-bones-dev-update.html
* http://aligorith.blogspot.co.nz/2016/05/an-in-depth-look-at-how-b-bones-work.html
-- Credits --
Original Idea: Daniel M Lara (pepeland)
Original Patch/Research: Jose Molina
Additional Development + Polish: Joshua Leung (aligorith)
Testing/Feedback: Daniel M Lara (pepeland), Juan Pablo Bouza (jpbouza)
Diffstat (limited to 'source/blender/blenloader')
-rw-r--r-- | source/blender/blenloader/intern/readfile.c | 3 | ||||
-rw-r--r-- | source/blender/blenloader/intern/versioning_270.c | 39 |
2 files changed, 42 insertions, 0 deletions
diff --git a/source/blender/blenloader/intern/readfile.c b/source/blender/blenloader/intern/readfile.c index 678fd84de94..d6e2f237be9 100644 --- a/source/blender/blenloader/intern/readfile.c +++ b/source/blender/blenloader/intern/readfile.c @@ -4926,6 +4926,9 @@ static void direct_link_pose(FileData *fd, bPose *pose) pchan->child = newdataadr(fd, pchan->child); pchan->custom_tx = newdataadr(fd, pchan->custom_tx); + pchan->bbone_prev = newdataadr(fd, pchan->bbone_prev); + pchan->bbone_next = newdataadr(fd, pchan->bbone_next); + direct_link_constraints(fd, &pchan->constraints); pchan->prop = newdataadr(fd, pchan->prop); diff --git a/source/blender/blenloader/intern/versioning_270.c b/source/blender/blenloader/intern/versioning_270.c index efd167d49d5..58542d05879 100644 --- a/source/blender/blenloader/intern/versioning_270.c +++ b/source/blender/blenloader/intern/versioning_270.c @@ -34,6 +34,7 @@ /* allow readfile to use deprecated functionality */ #define DNA_DEPRECATED_ALLOW +#include "DNA_armature_types.h" #include "DNA_brush_types.h" #include "DNA_camera_types.h" #include "DNA_cloth_types.h" @@ -161,6 +162,16 @@ static void do_version_action_editor_properties_region(ListBase *regionbase) } } +static void do_version_bones_super_bbone(ListBase *lb) +{ + for (Bone *bone = lb->first; bone; bone = bone->next) { + bone->scaleIn = 1.0f; + bone->scaleOut = 1.0f; + + do_version_bones_super_bbone(&bone->childbase); + } +} + void blo_do_versions_270(FileData *fd, Library *UNUSED(lib), Main *main) { if (!MAIN_VERSION_ATLEAST(main, 270, 0)) { @@ -1151,4 +1162,32 @@ void blo_do_versions_270(FileData *fd, Library *UNUSED(lib), Main *main) } } } + + if (!MAIN_VERSION_ATLEAST(main, 277, 2)) { + if (!DNA_struct_elem_find(fd->filesdna, "Bone", "float", "scaleIn")) { + for (bArmature *arm = main->armature.first; arm; arm = arm->id.next) { + do_version_bones_super_bbone(&arm->bonebase); + } + } + if (!DNA_struct_elem_find(fd->filesdna, "bPoseChannel", "float", "scaleIn")) { + for (Object *ob = main->object.first; ob; ob = ob->id.next) { + if (ob->pose) { + for (bPoseChannel *pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) { + /* see do_version_bones_super_bbone()... */ + pchan->scaleIn = 1.0f; + pchan->scaleOut = 1.0f; + + /* also make sure some legacy (unused for over a decade) flags are unset, + * so that we can reuse them for stuff that matters now... + * (i.e. POSE_IK_MAT, (unknown/unused x 4), POSE_HAS_IK) + * + * These seem to have been runtime flags used by the IK solver, but that stuff + * should be able to be recalculated automatically anyway, so it should be fine. + */ + pchan->flag &= ~((1 << 3) | (1 << 4) | (1 << 5) | (1 << 6) | (1 << 7) | (1 << 8)); + } + } + } + } + } } |