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authorAlexander Gavrilov <angavrilov@gmail.com>2019-09-04 10:10:27 +0300
committerAlexander Gavrilov <angavrilov@gmail.com>2019-09-04 10:34:21 +0300
commitfcf2a712eca278f198e8d61845f2078088af1f9a (patch)
tree77c6c3e0f60cba4f1fb3669029487e922514d7dd /source/blender/editors/armature/pose_transform.c
parent64f8f7db7cce0c8923afcabb523f7400f744387e (diff)
Armature: add Inherit Scale options to remove shear or average the scale.
As an inherent property of matrix-based transformation math, non- uniform scaling of a parent bone induces shear into the transform matrix of any rotated child. Such matrices cannot be cleanly decomposed into a combination of location/rotation/scale, which causes issues for rigging and animation tools. Blender bones have options to exclude rotation and/or scale from the inherited transformation, but don't have any support for removing the often undesired shear component. That goal requires replacing simple parenting with a combination of multiple bones and constraints. The same is true about the goal of inheriting some scale, but completely avoiding shear. This patch replaces the old Inherit Scale checkbox with a enum that supports multiple options: * Full: inherit all effects of scale, like with enabled Inherit Scale. * Fix Shear: removes shear from the final inherited transformation. The cleanup math is specifically designed to preserve the main axis of the bone, its length and total volume, and minimally affect roll on average. It however will not prevent reappearance of shear due to local rotation of the child or its children. * Average: inherit uniform scale that represents the parent volume. This is the simplest foolproof solution that will inherit some scale without ever causing shear. * None: completely remove scale and shear. * None (Legacy): old disabled Inherit Scale checkbox. This mode does not handle parent shear in any way, so the child is likely to end up having both scale and shear. It is retained for backward compatibility. Since many rigging-related addons access the use_inherit_scale property from Python, it is retained as a backward compatibility stub that provides the old functionality. As a side effect of reworking the code, this also fixes a matrix multiplication order bug in the Inherit Rotation code, which caused the parent local scale to be applied in world space. In rigger opinion this option is useless in production rigs, so this fix should not be a problem. Reviewers: brecht Differential Revision: https://developer.blender.org/D5588
Diffstat (limited to 'source/blender/editors/armature/pose_transform.c')
-rw-r--r--source/blender/editors/armature/pose_transform.c32
1 files changed, 24 insertions, 8 deletions
diff --git a/source/blender/editors/armature/pose_transform.c b/source/blender/editors/armature/pose_transform.c
index 854fb237929..52a3f7711c4 100644
--- a/source/blender/editors/armature/pose_transform.c
+++ b/source/blender/editors/armature/pose_transform.c
@@ -241,13 +241,21 @@ static void applyarmature_process_selected_rec(bArmature *arm,
/* Parent effects on the bone transform that have to be removed. */
BKE_bone_offset_matrix_get(bone, offs_bone);
- BKE_bone_parent_transform_calc_from_matrices(
- bone->flag, offs_bone, bone->parent->arm_mat, pchan_eval->parent->pose_mat, &old_bpt);
+ BKE_bone_parent_transform_calc_from_matrices(bone->flag,
+ bone->inherit_scale_mode,
+ offs_bone,
+ bone->parent->arm_mat,
+ pchan_eval->parent->pose_mat,
+ &old_bpt);
/* Applied parent effects that have to be kept, if any. */
float(*new_parent_pose)[4] = pstate ? pstate->new_rest_mat : bone->parent->arm_mat;
- BKE_bone_parent_transform_calc_from_matrices(
- bone->flag, offs_bone, bone->parent->arm_mat, new_parent_pose, &new_bpt);
+ BKE_bone_parent_transform_calc_from_matrices(bone->flag,
+ bone->inherit_scale_mode,
+ offs_bone,
+ bone->parent->arm_mat,
+ new_parent_pose,
+ &new_bpt);
BKE_bone_parent_transform_invert(&old_bpt);
BKE_bone_parent_transform_combine(&new_bpt, &old_bpt, &invparent);
@@ -283,8 +291,12 @@ static void applyarmature_process_selected_rec(bArmature *arm,
/* Include applied parent effects. */
BKE_bone_offset_matrix_get(bone, offs_bone);
- BKE_bone_parent_transform_calc_from_matrices(
- bone->flag, offs_bone, pstate->bone->arm_mat, pstate->new_rest_mat, &bpt);
+ BKE_bone_parent_transform_calc_from_matrices(bone->flag,
+ bone->inherit_scale_mode,
+ offs_bone,
+ pstate->bone->arm_mat,
+ pstate->new_rest_mat,
+ &bpt);
unit_m4(new_pstate.new_rest_mat);
BKE_bone_parent_transform_apply(&bpt, new_pstate.new_rest_mat, new_pstate.new_rest_mat);
@@ -306,8 +318,12 @@ static void applyarmature_process_selected_rec(bArmature *arm,
/* Compute the channel coordinate space matrices for the new rest state. */
invert_m4_m4(inv_parent_arm, pstate->new_arm_mat);
mul_m4_m4m4(offs_bone, inv_parent_arm, new_pstate.new_arm_mat);
- BKE_bone_parent_transform_calc_from_matrices(
- bone->flag, offs_bone, pstate->new_arm_mat, pstate->new_arm_mat, &bpt);
+ BKE_bone_parent_transform_calc_from_matrices(bone->flag,
+ bone->inherit_scale_mode,
+ offs_bone,
+ pstate->new_arm_mat,
+ pstate->new_arm_mat,
+ &bpt);
/* Re-apply the location to keep the final effect. */
invert_m4(bpt.loc_mat);