[Bf-blender-cvs] [3fe4872] master: Fix T38407: Bone roll calculation flips local axes at wrong rotation angle.
Bastien Montagne
noreply at git.blender.org
Sat Feb 22 11:13:52 CET 2014
Commit: 3fe487217db6af766ca428975a0e70c35f31fa03
Author: Bastien Montagne
Date: Sat Feb 22 11:12:44 2014 +0100
https://developer.blender.org/rB3fe487217db6af766ca428975a0e70c35f31fa03
Fix T38407: Bone roll calculation flips local axes at wrong rotation angle.
Basic idea is now to have the transformes bones keep "facing" the armature's Z axis, see comments in code for details.
That might not be ideal, but at least we now have humanly predictable and consistent results.
===================================================================
M source/blender/editors/transform/transform_conversions.c
M source/blender/editors/transform/transform_generics.c
===================================================================
diff --git a/source/blender/editors/transform/transform_conversions.c b/source/blender/editors/transform/transform_conversions.c
index 3112382..ceb4a49 100644
--- a/source/blender/editors/transform/transform_conversions.c
+++ b/source/blender/editors/transform/transform_conversions.c
@@ -1182,6 +1182,7 @@ static void createTransArmatureVerts(TransInfo *t)
}
}
else {
+ const float Z[3] = {0.0f, 0.0f, 1.0f};
if (ebo->flag & BONE_TIPSEL) {
copy_v3_v3(td->iloc, ebo->tail);
copy_v3_v3(td->center, (t->around == V3D_LOCAL) ? ebo->head : td->iloc);
@@ -1196,8 +1197,9 @@ static void createTransArmatureVerts(TransInfo *t)
ED_armature_ebone_to_mat3(ebo, td->axismtx);
if ((ebo->flag & BONE_ROOTSEL) == 0) {
+ /* To fix roll, see comments in transform_generic.c::recalcData_objects() */
td->extra = ebo;
- td->ival = ebo->roll;
+ td->ival = ebo->roll - ED_rollBoneToVector(ebo, Z, false);
}
td->ext = NULL;
@@ -1219,8 +1221,9 @@ static void createTransArmatureVerts(TransInfo *t)
ED_armature_ebone_to_mat3(ebo, td->axismtx);
- td->extra = ebo; /* to fix roll */
- td->ival = ebo->roll;
+ /* To fix roll, see comments in transform_generic.c::recalcData_objects() */
+ td->extra = ebo;
+ td->ival = ebo->roll - ED_rollBoneToVector(ebo, Z, false);
td->ext = NULL;
td->val = NULL;
diff --git a/source/blender/editors/transform/transform_generics.c b/source/blender/editors/transform/transform_generics.c
index af4beff..26c9076 100644
--- a/source/blender/editors/transform/transform_generics.c
+++ b/source/blender/editors/transform/transform_generics.c
@@ -798,35 +798,25 @@ static void recalcData_objects(TransInfo *t)
if (!ELEM3(t->mode, TFM_BONE_ROLL, TFM_BONE_ENVELOPE, TFM_BONESIZE)) {
/* fix roll */
+ /* Previous method basically tried to get a rotation transform from org ebo Y axis to final ebo Y axis,
+ * apply this same rotation to org ebo Z axis to get an "up_axis", and compute a new roll value
+ * so that final ebo's Z axis would be "aligned" with that up_axis.
+ * There are two issues with that method:
+ * - There are many cases where the computed up_axis does not gives a result people would expect.
+ * - Applying a same transform in a single step or in several smaller ones would not give the same
+ * result! See e.g. T38407.
+ * Now, instead of trying to be smart with complex axis/angle handling, just store diff roll
+ * (diff between real init roll and virtual init roll where bone's Z axis would be "aligned" with
+ * 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).
+ */
for (i = 0; i < t->total; i++, td++) {
if (td->extra) {
- float vec[3], up_axis[3];
- float qrot[4];
- float roll;
-
- ebo = td->extra;
+ const float Z[3] = {0.0f, 0.0f, 1.0f};
- if (t->state == TRANS_CANCEL) {
- /* restore roll */
- ebo->roll = td->ival;
- }
- 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);
- }
-
- /* 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);
- }
+ ebo = td->extra;
+ ebo->roll = td->ival + ED_rollBoneToVector(ebo, Z, false);
}
}
}
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