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Diffstat (limited to 'source/blender/editors/transform/transform_generics.c')
-rw-r--r--source/blender/editors/transform/transform_generics.c13
1 files changed, 12 insertions, 1 deletions
diff --git a/source/blender/editors/transform/transform_generics.c b/source/blender/editors/transform/transform_generics.c
index 5128ee3c9b6..7b4f0b8eca3 100644
--- a/source/blender/editors/transform/transform_generics.c
+++ b/source/blender/editors/transform/transform_generics.c
@@ -810,13 +810,24 @@ static void recalcData_objects(TransInfo *t)
* armature's Z axis), and do the reverse to get final roll.
* This method at least gives predictable, consistent results (the bone basically keeps "facing"
* the armature's Z axis).
+ * Note we need some special handling when bone is Z-aligned... sigh.
*/
for (i = 0; i < t->total; i++, td++) {
if (td->extra) {
const float z_axis[3] = {0.0f, 0.0f, 1.0f};
+ float vec[3];
ebo = td->extra;
- ebo->roll = td->ival + ED_rollBoneToVector(ebo, z_axis, false);
+ sub_v3_v3v3(vec, ebo->tail, ebo->head);
+ normalize_v3(vec);
+
+ if (fabsf(dot_v3v3(vec, z_axis)) > 0.999999f) {
+ /* If our bone is Z-aligned, do not alter roll. See T38843. */
+ ebo->roll = td->ival2;
+ }
+ else {
+ ebo->roll = td->ival + ED_rollBoneToVector(ebo, z_axis, false);
+ }
}
}
}