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authorJoshua Leung <aligorith@gmail.com>2009-09-28 14:19:20 +0400
committerJoshua Leung <aligorith@gmail.com>2009-09-28 14:19:20 +0400
commit7d2fd5449e21b533f9aeb6f5f79af5e2396a8063 (patch)
treed146b4680f3123a112238bffb875fd632b1e4931 /source/blender/ikplugin
parent981afef08e051d00e955526c1c79b8dd01d4bdd5 (diff)
Durian Feature Request: Rotation Modes for Objects
This (biggish) commit generalises the rotation modes functionality added for Bones, allowing Objects to use the various Euler Rotation orders, Axis-Angle, and Quaternion rotation representations. I've also cleaned up the nomenclature of the rotation-related settings so that the naming styles are more consistent with each other. Unfortunately, this will break all files involving object or bone rotation animation made in 2.5 versions (2.4x will still get correctly converted). General Notes: * By default, Objects still default to using Eulers, while Bones will use Quaternions by default still. * I've fixed all areas that I'm currently aware of to work with these changes. However, there are probably a few places where I've missed a few changes (i.e. auto-keyframing will need attention later). * Removed the old "IPO-Keys" stuff from Transform code. I'm unlikely to restore this in the near future, and trying to fix that to include support for this commit would have been too much work.
Diffstat (limited to 'source/blender/ikplugin')
-rw-r--r--source/blender/ikplugin/intern/itasc_plugin.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/ikplugin/intern/itasc_plugin.cpp b/source/blender/ikplugin/intern/itasc_plugin.cpp
index 4aebda1347c..dc0c2c4c12f 100644
--- a/source/blender/ikplugin/intern/itasc_plugin.cpp
+++ b/source/blender/ikplugin/intern/itasc_plugin.cpp
@@ -785,7 +785,7 @@ static bool joint_callback(const iTaSC::Timestamp& timestamp, iTaSC::ConstraintV
/* euler rotations (will cause gimble lock, but this can be alleviated a bit with rotation orders) */
EulOToMat3(chan->eul, chan->rotmode, rmat);
}
- else if (chan->rotmode == PCHAN_ROT_AXISANGLE) {
+ else if (chan->rotmode == ROT_MODE_AXISANGLE) {
/* axis-angle - stored in quaternion data, but not really that great for 3D-changing orientations */
AxisAngleToMat3(&chan->quat[1], chan->quat[0], rmat);
}