From f23f07ced020cc337a5fe77d02f7aaed5d584144 Mon Sep 17 00:00:00 2001 From: Bastien Montagne Date: Fri, 28 Feb 2014 10:47:28 +0100 Subject: Fix T38407: Bone roll calculation flips local axes at wrong rotation angle Just remove that rotation special case for now, at least fixes the glitch along Z axis when rotating around Y axis in report. Anyway, there is no reason for such special handling, we do not have real rotation in editbone... --- source/blender/editors/transform/transform_generics.c | 17 ++++++----------- 1 file changed, 6 insertions(+), 11 deletions(-) (limited to 'source/blender/editors') diff --git a/source/blender/editors/transform/transform_generics.c b/source/blender/editors/transform/transform_generics.c index af4beff4bc9..8e7e5c4c1ce 100644 --- a/source/blender/editors/transform/transform_generics.c +++ b/source/blender/editors/transform/transform_generics.c @@ -812,17 +812,12 @@ static void recalcData_objects(TransInfo *t) } else { copy_v3_v3(up_axis, td->axismtx[2]); - - if (t->mode != TFM_ROTATION) { - sub_v3_v3v3(vec, ebo->tail, ebo->head); - normalize_v3(vec); - rotation_between_vecs_to_quat(qrot, td->axismtx[1], vec); - mul_qt_v3(qrot, up_axis); - } - else { - mul_m3_v3(t->mat, up_axis); - } - + + sub_v3_v3v3(vec, ebo->tail, ebo->head); + normalize_v3(vec); + rotation_between_vecs_to_quat(qrot, td->axismtx[1], vec); + mul_qt_v3(qrot, up_axis); + /* roll has a tendency to flip in certain orientations - [#34283], [#33974] */ roll = ED_rollBoneToVector(ebo, up_axis, false); ebo->roll = angle_compat_rad(roll, td->ival); -- cgit v1.2.3