[Bf-python] Python -- Orientatoin problems.

Ken Hughes khughes at pacific.edu
Tue Jun 7 07:53:50 CEST 2005


I think I found the problem for bug #2230, but can't think clearly enough
to find a solution (if someone can read the armature code, please explain!).

Looks like getRestMatrix() is relying on the bone's roll variable to calculate
the rotation, but roll is always 0.  In most of the armature code I've read
seems they calculate roll then reset to 0; can't see where it's being used.
I put a printf in make_boneMatrixvr() -- called by Bone_getRestMatrix() --
to print roll and it's always zero.

Nick Lawson wrote:
> It could be related to
> http://projects.blender.org/tracker/index.php?func=detail&aid=2230&group_id=
> 9&atid=125
> 
> In which the quat and loc of bones is not outputting correctly via python,
> even in 'bonespace'.
> 
> -Nick
> 
> 
> -----Original Message-----
> From: bf-python-bounces at projects.blender.org
> [mailto:bf-python-bounces at projects.blender.org] On Behalf Of Kenney Phillis
> Jr
> Sent: Monday, June 06, 2005 3:08 PM
> To: bf-python at projects.blender.org
> Subject: [Bf-python] Python -- Orientatoin problems.
> 
> with most models i make the origin for the bones is off....
> picture of the offset issue of blender: 
> http://img65.echo.cx/img65/3514/offsetissue3ck.png
> ik picture issue: http://img138.echo.cx/my.php?image=standardikoutput9nn.png
> 
> the two images point out two different issues... you can look at my 
> attached script for debugging purposes, but the issue is that the world 
> space and bone space quats don't show negative values on rotation..
> 
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