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/editors/armature/armature_utils.c | |
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/editors/armature/armature_utils.c')
-rw-r--r-- | source/blender/editors/armature/armature_utils.c | 23 |
1 files changed, 21 insertions, 2 deletions
diff --git a/source/blender/editors/armature/armature_utils.c b/source/blender/editors/armature/armature_utils.c index 85c6835a8bb..d73536e5ba7 100644 --- a/source/blender/editors/armature/armature_utils.c +++ b/source/blender/editors/armature/armature_utils.c @@ -456,7 +456,16 @@ EditBone *make_boneList(ListBase *edbo, ListBase *bones, EditBone *parent, Bone eBone->rad_tail = curBone->rad_tail; eBone->segments = curBone->segments; eBone->layer = curBone->layer; - + + eBone->roll1 = curBone->roll1; + eBone->roll2 = curBone->roll2; + eBone->curveInX = curBone->curveInX; + eBone->curveInY = curBone->curveInY; + eBone->curveOutX = curBone->curveOutX; + eBone->curveOutY = curBone->curveOutY; + eBone->scaleIn = curBone->scaleIn; + eBone->scaleOut = curBone->scaleOut; + if (curBone->prop) eBone->prop = IDP_CopyProperty(curBone->prop); @@ -611,7 +620,17 @@ void ED_armature_from_edit(bArmature *arm) newBone->rad_tail = eBone->rad_tail; newBone->segments = eBone->segments; newBone->layer = eBone->layer; - + + newBone->roll1 = eBone->roll1; + newBone->roll2 = eBone->roll2; + newBone->curveInX = eBone->curveInX; + newBone->curveInY = eBone->curveInY; + newBone->curveOutX = eBone->curveOutX; + newBone->curveOutY = eBone->curveOutY; + newBone->scaleIn = eBone->scaleIn; + newBone->scaleOut = eBone->scaleOut; + + if (eBone->prop) newBone->prop = IDP_CopyProperty(eBone->prop); } |