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-rw-r--r--source/blender/blenkernel/BKE_armature.h1
-rw-r--r--source/blender/blenkernel/intern/armature.c17
2 files changed, 14 insertions, 4 deletions
diff --git a/source/blender/blenkernel/BKE_armature.h b/source/blender/blenkernel/BKE_armature.h
index 242de4d788b..466b5d9a845 100644
--- a/source/blender/blenkernel/BKE_armature.h
+++ b/source/blender/blenkernel/BKE_armature.h
@@ -91,6 +91,7 @@ void where_is_armature_bone(struct Bone *bone, struct Bone *prevbone);
void armature_rebuild_pose(struct Object *ob, struct bArmature *arm);
void where_is_pose (struct Scene *scene, struct Object *ob);
void where_is_pose_bone(struct Scene *scene, struct Object *ob, struct bPoseChannel *pchan, float ctime, int do_extra);
+void where_is_pose_bone_tail(struct bPoseChannel *pchan);
/* get_objectspace_bone_matrix has to be removed still */
void get_objectspace_bone_matrix (struct Bone* bone, float M_accumulatedMatrix[][4], int root, int posed);
diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c
index 0eaef5f250f..029b3c2e141 100644
--- a/source/blender/blenkernel/intern/armature.c
+++ b/source/blender/blenkernel/intern/armature.c
@@ -2018,7 +2018,9 @@ static void splineik_evaluate_bone(tSplineIK_Tree *tree, Scene *scene, Object *o
/* finally, store the new transform */
copy_m4_m4(pchan->pose_mat, poseMat);
VECCOPY(pchan->pose_head, poseHead);
- VECCOPY(pchan->pose_tail, poseTail);
+
+ /* recalculate tail, as it's now outdated after the head gets adjusted above! */
+ where_is_pose_bone_tail(pchan);
/* done! */
pchan->flag |= POSE_DONE;
@@ -2231,6 +2233,15 @@ static void do_strip_modifiers(Scene *scene, Object *armob, Bone *bone, bPoseCha
}
}
+/* calculate tail of posechannel */
+void where_is_pose_bone_tail(bPoseChannel *pchan)
+{
+ float vec[3];
+
+ VECCOPY(vec, pchan->pose_mat[1]);
+ mul_v3_fl(vec, pchan->bone->length);
+ add_v3_v3v3(pchan->pose_tail, pchan->pose_head, vec);
+}
/* The main armature solver, does all constraints excluding IK */
/* pchan is validated, as having bone and parent pointer
@@ -2364,9 +2375,7 @@ void where_is_pose_bone(Scene *scene, Object *ob, bPoseChannel *pchan, float cti
/* calculate head */
VECCOPY(pchan->pose_head, pchan->pose_mat[3]);
/* calculate tail */
- VECCOPY(vec, pchan->pose_mat[1]);
- mul_v3_fl(vec, bone->length);
- add_v3_v3v3(pchan->pose_tail, pchan->pose_head, vec);
+ where_is_pose_bone_tail(pchan);
}
/* This only reads anim data from channels, and writes to channels */