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author | Joshua Leung <aligorith@gmail.com> | 2009-11-01 14:29:40 +0300 |
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committer | Joshua Leung <aligorith@gmail.com> | 2009-11-01 14:29:40 +0300 |
commit | 2068eaf1b7f7729198ad865f69fa3bd11d7a9edc (patch) | |
tree | cc15c3d1e3d68ff8f8ca47a353b3b1e51dee52ea /source/blender/ikplugin/intern | |
parent | cb45db0336aa7a090c5edc0f8b6f62d334c72baa (diff) |
Rigging Goodies: Spline IK Constraint
At last, this commit introduces the Spline IK Constraint to Blender. Spline IK is a constraint that makes n bones follow the shape of a specified curve.
Simply add a chain of bones, add a curve, add a Spline IK Constraint to the tip bone and set the number of bones in the chain to make it work. Or, try the following test file:
http://download.blender.org/ftp/incoming/250_splineik_spine01.blend
Screenshots of this in action (as proof):
http://download.blender.org/ftp/incoming/b250_splineik_001_before.png
http://download.blender.org/ftp/incoming/b250_splineik_001_after.png
I've implemented this in a similar way to how standard IK solvers are done. However, this code is currently not an IK plugin, since I imagine that it would be useful to be able to combine the 2 types of IK. This can be easily changed though :)
Finally, a few notes on what to expect still:
* Constraint blending currently doesn't affect this. Getting that to work correctly will take a bit more work still.
* Options for not affecting the root joint (to make it easier to attach the chain to a stump or whatever), and non-uniform scaling options have yet to be added. I've marked the places where they can be added though
* Control over the twisting of the chain still needs investigation.
Have fun!
Diffstat (limited to 'source/blender/ikplugin/intern')
-rw-r--r-- | source/blender/ikplugin/intern/iksolver_plugin.c | 8 |
1 files changed, 7 insertions, 1 deletions
diff --git a/source/blender/ikplugin/intern/iksolver_plugin.c b/source/blender/ikplugin/intern/iksolver_plugin.c index b160e7346bd..6eb1ef56094 100644 --- a/source/blender/ikplugin/intern/iksolver_plugin.c +++ b/source/blender/ikplugin/intern/iksolver_plugin.c @@ -109,7 +109,9 @@ static void initialize_posetree(struct Object *ob, bPoseChannel *pchan_tip) if(tree==NULL) { /* make new tree */ tree= MEM_callocN(sizeof(PoseTree), "posetree"); - + + tree->type= CONSTRAINT_TYPE_KINEMATIC; + tree->iterations= data->iterations; tree->totchannel= segcount; tree->stretch = (data->flag & CONSTRAINT_IK_STRETCH); @@ -503,6 +505,10 @@ void iksolver_execute_tree(struct Scene *scene, struct Object *ob, struct bPose PoseTree *tree= pchan->iktree.first; int a; + /* stop on the first tree that isn't a standard IK chain */ + if (tree->type != CONSTRAINT_TYPE_KINEMATIC) + return; + /* 4. walk over the tree for regular solving */ for(a=0; a<tree->totchannel; a++) { if(!(tree->pchan[a]->flag & POSE_DONE)) // successive trees can set the flag |