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authorJoshua Leung <aligorith@gmail.com>2016-05-17 18:19:06 +0300
committerJoshua Leung <aligorith@gmail.com>2016-05-17 18:19:06 +0300
commit49aeee5a3dfa9fc0ae29e99f7c5c0cc0124e560e (patch)
tree49ace019e0509cd188f24d11c8f799ab676f6bbd /source/blender/editors/armature/pose_slide.c
parent29a17d54da1f4b85a59487e032165bb44dc1b065 (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/pose_slide.c')
-rw-r--r--source/blender/editors/armature/pose_slide.c23
1 files changed, 16 insertions, 7 deletions
diff --git a/source/blender/editors/armature/pose_slide.c b/source/blender/editors/armature/pose_slide.c
index 9ef46c63f0f..cd0ea23e2d3 100644
--- a/source/blender/editors/armature/pose_slide.c
+++ b/source/blender/editors/armature/pose_slide.c
@@ -303,8 +303,8 @@ static void pose_slide_apply_vec3(tPoseSlideOp *pso, tPChanFCurveLink *pfl, floa
MEM_freeN(path);
}
-/* helper for apply() - perform sliding for custom properties */
-static void pose_slide_apply_props(tPoseSlideOp *pso, tPChanFCurveLink *pfl)
+/* helper for apply() - perform sliding for custom properties or bbone properties */
+static void pose_slide_apply_props(tPoseSlideOp *pso, tPChanFCurveLink *pfl, const char prop_prefix[])
{
PointerRNA ptr = {{NULL}};
LinkData *ld;
@@ -313,8 +313,10 @@ static void pose_slide_apply_props(tPoseSlideOp *pso, tPChanFCurveLink *pfl)
/* setup pointer RNA for resolving paths */
RNA_pointer_create(NULL, &RNA_PoseBone, pfl->pchan, &ptr);
- /* custom properties are just denoted using ["..."][etc.] after the end of the base path,
- * so just check for opening pair after the end of the path
+ /* - custom properties are just denoted using ["..."][etc.] after the end of the base path,
+ * so just check for opening pair after the end of the path
+ * - bbone properties are similar, but they always start with a prefix "bbone_*",
+ * so a similar method should work here for those too
*/
for (ld = pfl->fcurves.first; ld; ld = ld->next) {
FCurve *fcu = (FCurve *)ld->data;
@@ -328,7 +330,7 @@ static void pose_slide_apply_props(tPoseSlideOp *pso, tPChanFCurveLink *pfl)
* - pPtr is the chunk of the path which is left over
*/
bPtr = strstr(fcu->rna_path, pfl->pchan_path) + len;
- pPtr = strstr(bPtr, "[\""); /* dummy " for texteditor bugs */
+ pPtr = strstr(bPtr, prop_prefix);
if (pPtr) {
/* use RNA to try and get a handle on this property, then, assuming that it is just
@@ -517,9 +519,16 @@ static void pose_slide_apply(bContext *C, tPoseSlideOp *pso)
}
}
+ if (pchan->flag & POSE_BBONE_SHAPE) {
+ /* bbone properties - they all start a "bbone_" prefix */
+ pose_slide_apply_props(pso, pfl, "bbone_");
+ }
+
if (pfl->oldprops) {
- /* not strictly a transform, but contributes to the pose produced in many rigs */
- pose_slide_apply_props(pso, pfl);
+ /* not strictly a transform, but custom properties contribute to the pose produced in many rigs
+ * (e.g. the facial rigs used in Sintel)
+ */
+ pose_slide_apply_props(pso, pfl, "[\""); /* dummy " for texteditor bugs */
}
}