[Bf-committers] Question about bone allocation (Chicken or the egg)

Brecht Van Lommel brechtvanlommel at pandora.be
Tue Feb 1 22:13:26 CET 2011


It's fine, I received your last e-mail after I sent mine.

Brecht.

On Tue, Feb 1, 2011 at 9:19 PM, Tobias Oelgarte
<tobias.oelgarte at googlemail.com> wrote:
> What do you mean with "please open a report"? I already added a patch
> proposal at:
> https://projects.blender.org/tracker/index.php?func=detail&aid=25901&group_id=9&atid=127
>
> Did you mean something else, a bugreport maybe? (Im not familiar with
> the tracker)
>
> Am 01.02.2011 21:11, schrieb Brecht Van Lommel:
>> Hi,
>>
>> We should continue discussion in the patch tracker, please open a
>> report there. I'll reply later trying to explain what I mean, I still
>> think this is the wrong solution...
>>
>> Brecht.
>>
>> On Tue, Feb 1, 2011 at 7:12 PM, Tobias Oelgarte
>> <tobias.oelgarte at googlemail.com>  wrote:
>>> But regarding the storage of the variables i can't imagine a better
>>> place, since the editmode is where the precession comes from. If you
>>> store the restpositions in editmode and check with some delta against
>>> it, you will end up with the same problem again (floating point errors).
>>> The only right position for bones is the location inside the editmode.
>>> The editmode can have an effect on the the posemode, but whatever you do
>>> should have NO effect on the locations in editmode.
>>>
>>> For example: A mesh will be deformed, but kept locally as it is. The
>>> same paradigm must be applied to bones.
>>>
>>> The hack inside my code will be only necessary for importing. Once
>>> imported, it isn't needed anymore. But i could not find the codesection
>>> that creates the Bone structs while importing. Thats why i wrote it the
>>> way it is. Anything in "if (curBone->e_used == 0) {" should be moved
>>> there and no hack will be needed anymore. The variable "e_used" could be
>>> removed.
>>>
>>> Maybe you want to give me a hint in which file the Bone structs are
>>> created. As soon i will know, i can implement a short check and set them
>>> up correctly without the need of additional variables, except for
>>> e_roll, e_head and e_tail.
>>>
>>> Greetings from Tobias Oelgarte
>>>
>>> Am 01.02.2011 18:47, schrieb Brecht Van Lommel:
>>>> Hi,
>>>>
>>>> This patch and the other one you posted contain many formatting
>>>> changes, please keep those out of patches, it's hard to see what you
>>>> changed.
>>>>
>>>> Regarding this fix, it would be better to store original
>>>> roll/head/tail + loc/rot/scale on entering edit mode in the EditBone,
>>>> and then use that when you convert back from EditBone to Bone, if the
>>>> roll/head/tail didn't change (maybe need to check for parent changes
>>>> too). That keeps it nice localized. Better not store duplicate state
>>>> in files, not because of memory usage, but because it's better to keep
>>>> such hacks in runtime code.
>>>>
>>>> Brecht.
>>>>
>>>> On Tue, Feb 1, 2011 at 6:36 PM, Stephen Swaney<sswaney at centurytel.net>    wrote:
>>>>> On Tue, Feb 01, 2011 at 06:04:59PM +0100, Tobias Oelgarte wrote:
>>>>>> The patch:
>>>>>>     * http://pastebin.com/mV5BwHqW
>>>>> Blender has a Patch Tracker.  Putting patches in our tracker
>>>>> makes it easier to review and maintain them.
>>>>>
>>>>> Making it easier for patch reviewers is making it easier to
>>>>> get your patch applied.
>>>>>
>>>>> --
>>>>> Stephen Swaney
>>>>> sswaney at centurytel.net
>>>>>
>>>>> _______________________________________________
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