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

Tobias Oelgarte tobias.oelgarte at googlemail.com
Wed Feb 2 11:58:02 CET 2011


I tried to submit a new patch. But i forgot to add it to the 
attachments. Now i have the problem that i can't make an additional post 
(with attachment, blames me for double posting), neither i can upload 
only the attachment (blames me for missing parameter). What now?

Am 01.02.2011 22:13, schrieb Brecht Van Lommel:
> 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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