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authorJoshua Leung <aligorith@gmail.com>2013-01-24 06:52:03 +0400
committerJoshua Leung <aligorith@gmail.com>2013-01-24 06:52:03 +0400
commitaea3545973d65a8c65771c76ddd7945afffa0da2 (patch)
treebe3af8df1f4235e339e1583b1d8a5bb0fc847c13 /source/blender/editors/transform
parent936b82802a6fb987876518a48c4e7602cc5d7634 (diff)
Bugfix [#33974] Bone roll flips 180 degrees when extruding bones vertically
For example, if you're making a chain of bones (e.g. for a spine) by extruding the tip joint of an initial bone, the bone rolls would be: 0 (for the initial bone), 180, -180, 180, -180, etc. This has the undesirable effect of causing B-Bones to twist to match the roll values at the other end of the bone. The fix here seems to improve the situation in this case: bone roll values don't flip or change anymore (in fact, the bone axes stay perfectly aligned now, as they should). It also doesn't seem to cause any problems in other common cases I checked.
Diffstat (limited to 'source/blender/editors/transform')
-rw-r--r--source/blender/editors/transform/transform_generics.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/transform/transform_generics.c b/source/blender/editors/transform/transform_generics.c
index d56bb5cb7ef..ef775ae3128 100644
--- a/source/blender/editors/transform/transform_generics.c
+++ b/source/blender/editors/transform/transform_generics.c
@@ -819,7 +819,7 @@ static void recalcData_view3d(TransInfo *t)
mul_m3_v3(t->mat, up_axis);
}
- ebo->roll = ED_rollBoneToVector(ebo, up_axis, FALSE);
+ ebo->roll = ED_rollBoneToVector(ebo, up_axis, TRUE);
}
}
}