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authorCampbell Barton <ideasman42@gmail.com>2010-02-19 18:34:26 +0300
committerCampbell Barton <ideasman42@gmail.com>2010-02-19 18:34:26 +0300
commit3bf2715039eecee409d3b6c3639e853b6750e77c (patch)
tree55c5f083013ba9d8eee6ecff9be93d037ab4cf63 /source/blender/ikplugin
parent3b9fdfa9e1905a01230be7b15174c711c2b0f974 (diff)
apply visual transform to pose
So constrainted bones can have their transform applied to their loc/scale/rot, then remove the constraints
Diffstat (limited to 'source/blender/ikplugin')
-rw-r--r--source/blender/ikplugin/intern/iksolver_plugin.c2
-rw-r--r--source/blender/ikplugin/intern/itasc_plugin.cpp2
2 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/ikplugin/intern/iksolver_plugin.c b/source/blender/ikplugin/intern/iksolver_plugin.c
index 84e1ba7354f..9c0f151aa8b 100644
--- a/source/blender/ikplugin/intern/iksolver_plugin.c
+++ b/source/blender/ikplugin/intern/iksolver_plugin.c
@@ -512,7 +512,7 @@ void iksolver_execute_tree(struct Scene *scene, struct Object *ob, struct bPose
/* 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
- where_is_pose_bone(scene, ob, tree->pchan[a], ctime);
+ where_is_pose_bone(scene, ob, tree->pchan[a], ctime, 1);
// tell blender that this channel was controlled by IK, it's cleared on each where_is_pose()
tree->pchan[a]->flag |= POSE_CHAIN;
}
diff --git a/source/blender/ikplugin/intern/itasc_plugin.cpp b/source/blender/ikplugin/intern/itasc_plugin.cpp
index 0cff13c70b7..af69cb9a996 100644
--- a/source/blender/ikplugin/intern/itasc_plugin.cpp
+++ b/source/blender/ikplugin/intern/itasc_plugin.cpp
@@ -1532,7 +1532,7 @@ static void execute_scene(Scene* blscene, IK_Scene* ikscene, bItasc* ikparam, fl
// in animation mode, we must get the bone position from action and constraints
for(i=0, ikchan=ikscene->channels; i<ikscene->numchan; i++, ++ikchan) {
if (!(ikchan->pchan->flag & POSE_DONE))
- where_is_pose_bone(blscene, ikscene->blArmature, ikchan->pchan, ctime);
+ where_is_pose_bone(blscene, ikscene->blArmature, ikchan->pchan, ctime, 1);
// tell blender that this channel was controlled by IK, it's cleared on each where_is_pose()
ikchan->pchan->flag |= (POSE_DONE|POSE_CHAIN);
ikchan->jointValid = 0;