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/pose_slide.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/pose_slide.c')
-rw-r--r-- | source/blender/editors/armature/pose_slide.c | 23 |
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 */ } } |