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@@ -590,7 +590,7 @@ Mat4 *b_bone_spline_setup(bPoseChannel *pchan, int rest)
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/* ************ Armature Deform ******************* */
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typedef struct bPoseChanDeform {
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Mat4 *b_bone_mats;
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Mat4 *b_bone_mats;
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DualQuat *dual_quat;
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DualQuat *b_bone_dual_quats;
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} bPoseChanDeform;
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@@ -1123,66 +1123,183 @@ void armature_loc_world_to_pose(Object *ob, float *inloc, float *outloc)
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copy_v3_v3(outloc, nLocMat[3]);
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}
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/* Convert Pose-Space Matrix to Bone-Space Matrix
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/* Construct the matrices (rot/scale and loc) to apply the PoseChannels into the armature (object) space.
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* I.e. (roughly) the "pose_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b)" in the
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* pose_mat(b)= pose_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b) * chan_mat(b)
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* ...function.
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*
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* This allows to get the transformations of a bone in its object space, *before* constraints (and IK)
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* get applied (used by pose evaluation code).
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* And reverse: to find pchan transformations needed to place a bone at a given loc/rot/scale
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* in object space (used by interactive transform, and snapping code).
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*
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* Note that, with the HINGE/NO_SCALE/NO_LOCAL_LOCATION options, the location matrix
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* will differ from the rotation/scale matrix...
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*
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* NOTE: This cannot be used to convert to pose-space transforms of the supplied
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* pose-channel into its local space (i.e. 'visual'-keyframing).
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* (note: I don't understand that, so I keep it :p --mont29).
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*/
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void pchan_to_pose_mat(bPoseChannel *pchan, float rotscale_mat[][4], float loc_mat[][4])
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{
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Bone *bone, *parbone;
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bPoseChannel *parchan;
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/* set up variables for quicker access below */
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bone= pchan->bone;
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parbone= bone->parent;
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parchan= pchan->parent;
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if(parchan) {
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float offs_bone[4][4]; /* yoffs(b-1) + root(b) + bonemat(b). */
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/* Bone transform itself. */
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copy_m4_m3(offs_bone, bone->bone_mat);
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/* The bone's root offset (is in the parent's coordinate system). */
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copy_v3_v3(offs_bone[3], bone->head);
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/* Get the length translation of parent (length along y axis). */
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offs_bone[3][1]+= parbone->length;
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/* Compose the rotscale matrix for this bone. */
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if((bone->flag & BONE_HINGE) && (bone->flag & BONE_NO_SCALE)) {
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/* Parent rest rotation and scale. */
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mult_m4_m4m4(rotscale_mat, parbone->arm_mat, offs_bone);
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}
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else if(bone->flag & BONE_HINGE) {
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/* Parent rest rotation and pose scale. */
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float tmat[4][4], tscale[3];
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/* Extract the scale of the parent pose matrix. */
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mat4_to_size(tscale, parchan->pose_mat);
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size_to_mat4(tmat, tscale);
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/* Applies the parent pose scale to the rest matrix. */
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mult_m4_m4m4(tmat, tmat, parbone->arm_mat);
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mult_m4_m4m4(rotscale_mat, tmat, offs_bone);
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}
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else if(bone->flag & BONE_NO_SCALE) {
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/* Parent pose rotation and rest scale (i.e. no scaling). */
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float tmat[4][4];
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copy_m4_m4(tmat, parchan->pose_mat);
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normalize_m4(tmat);
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mult_m4_m4m4(rotscale_mat, tmat, offs_bone);
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}
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else
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mult_m4_m4m4(rotscale_mat, parchan->pose_mat, offs_bone);
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# if 1
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/* Compose the loc matrix for this bone. */
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/* NOTE: That version deos not modify bone's loc when HINGE/NO_SCALE options are set. */
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/* In this case, use the object's space *orientation*. */
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if(bone->flag & BONE_NO_LOCAL_LOCATION) {
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/* XXX I'm sure that code can be simplified! */
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float bone_loc[4][4], bone_rotscale[3][3], tmat4[4][4], tmat3[3][3];
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unit_m4(bone_loc);
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unit_m4(loc_mat);
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unit_m4(tmat4);
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mul_v3_m4v3(bone_loc[3], parchan->pose_mat, offs_bone[3]);
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unit_m3(bone_rotscale);
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copy_m3_m4(tmat3, parchan->pose_mat);
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mul_m3_m3m3(bone_rotscale, tmat3, bone_rotscale);
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copy_m4_m3(tmat4, bone_rotscale);
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mult_m4_m4m4(loc_mat, bone_loc, tmat4);
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}
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/* Those flags do not affect position, use plain parent transform space! */
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else if(bone->flag & (BONE_HINGE|BONE_NO_SCALE)) {
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mult_m4_m4m4(loc_mat, parchan->pose_mat, offs_bone);
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}
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/* Else (i.e. default, usual case), just use the same matrix for rotation/scaling, and location. */
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else
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copy_m4_m4(loc_mat, rotscale_mat);
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# endif
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# if 0
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/* Compose the loc matrix for this bone. */
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/* NOTE: That version modifies bone's loc when HINGE/NO_SCALE options are set. */
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/* In these cases we need to compute location separately */
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if(bone->flag & (BONE_HINGE|BONE_NO_SCALE|BONE_NO_LOCAL_LOCATION)) {
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float bone_loc[4][4], bone_rotscale[3][3], tmat4[4][4], tmat3[3][3];
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unit_m4(bone_loc);
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unit_m4(loc_mat);
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unit_m4(tmat4);
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mul_v3_m4v3(bone_loc[3], parchan->pose_mat, offs_bone[3]);
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/* "No local location" is not transformed by bone matrix. */
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/* This only affects orientations (rotations), as scale is always 1.0 here. */
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if(bone->flag & BONE_NO_LOCAL_LOCATION)
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unit_m3(bone_rotscale);
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else
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/* We could also use bone->bone_mat directly, here... */
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copy_m3_m4(bone_rotscale, offs_bone);
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if(bone->flag & BONE_HINGE) {
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copy_m3_m4(tmat3, parbone->arm_mat);
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/* for hinge-only, we use armature *rotation*, but pose mat *scale*! */
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if(!(bone->flag & BONE_NO_SCALE)) {
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float size[3], tsmat[3][3];
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mat4_to_size(size, parchan->pose_mat);
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size_to_mat3(tsmat, size);
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mul_m3_m3m3(tmat3, tsmat, tmat3);
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}
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mul_m3_m3m3(bone_rotscale, tmat3, bone_rotscale);
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}
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else if(bone->flag & BONE_NO_SCALE) {
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/* For no-scale only, normalized parent pose mat is enough! */
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copy_m3_m4(tmat3, parchan->pose_mat);
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normalize_m3(tmat3);
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mul_m3_m3m3(bone_rotscale, tmat3, bone_rotscale);
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}
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/* NO_LOCAL_LOCATION only. */
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else {
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copy_m3_m4(tmat3, parchan->pose_mat);
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mul_m3_m3m3(bone_rotscale, tmat3, bone_rotscale);
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}
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copy_m4_m3(tmat4, bone_rotscale);
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mult_m4_m4m4(loc_mat, bone_loc, tmat4);
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}
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/* Else, just use the same matrix for rotation/scaling, and location. */
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else
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copy_m4_m4(loc_mat, rotscale_mat);
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# endif
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}
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/* Root bones. */
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else {
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/* Rotation/scaling. */
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copy_m4_m4(rotscale_mat, pchan->bone->arm_mat);
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/* Translation. */
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if(pchan->bone->flag & BONE_NO_LOCAL_LOCATION) {
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/* Translation of arm_mat, without the rotation. */
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unit_m4(loc_mat);
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copy_v3_v3(loc_mat[3], pchan->bone->arm_mat[3]);
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}
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else
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copy_m4_m4(loc_mat, rotscale_mat);
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}
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}
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/* Convert Pose-Space Matrix to Bone-Space Matrix.
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* NOTE: this cannot be used to convert to pose-space transforms of the supplied
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* pose-channel into its local space (i.e. 'visual'-keyframing)
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* pose-channel into its local space (i.e. 'visual'-keyframing)
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*/
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void armature_mat_pose_to_bone(bPoseChannel *pchan, float inmat[][4], float outmat[][4])
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{
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float pc_trans[4][4], inv_trans[4][4];
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float pc_posemat[4][4], inv_posemat[4][4];
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float pose_mat[4][4];
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float rotscale_mat[4][4], loc_mat[4][4];
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/* paranoia: prevent crashes with no pose-channel supplied */
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if (pchan==NULL) return;
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pchan_to_pose_mat(pchan, rotscale_mat, loc_mat);
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invert_m4(rotscale_mat);
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invert_m4(loc_mat);
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/* default flag */
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if((pchan->bone->flag & BONE_NO_LOCAL_LOCATION)==0) {
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/* get the inverse matrix of the pchan's transforms */
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switch(pchan->rotmode) {
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case ROT_MODE_QUAT:
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loc_quat_size_to_mat4(pc_trans, pchan->loc, pchan->quat, pchan->size);
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break;
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case ROT_MODE_AXISANGLE:
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loc_axisangle_size_to_mat4(pc_trans, pchan->loc, pchan->rotAxis, pchan->rotAngle, pchan->size);
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break;
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default: /* euler */
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loc_eul_size_to_mat4(pc_trans, pchan->loc, pchan->eul, pchan->size);
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}
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copy_m4_m4(pose_mat, pchan->pose_mat);
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}
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else {
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/* local location, this is not default, different calculation
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* note: only tested for location with pose bone snapping.
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* If this is not useful in other cases the BONE_NO_LOCAL_LOCATION
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* case may have to be split into its own function. */
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unit_m4(pc_trans);
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copy_v3_v3(pc_trans[3], pchan->loc);
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/* use parents rotation/scale space + own absolute position */
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if(pchan->parent) copy_m4_m4(pose_mat, pchan->parent->pose_mat);
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else unit_m4(pose_mat);
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copy_v3_v3(pose_mat[3], pchan->pose_mat[3]);
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}
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invert_m4_m4(inv_trans, pc_trans);
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/* Remove the pchan's transforms from it's pose_mat.
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* This should leave behind the effects of restpose +
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* parenting + constraints
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*/
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mult_m4_m4m4(pc_posemat, pose_mat, inv_trans);
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/* get the inverse of the leftovers so that we can remove
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* that component from the supplied matrix
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*/
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invert_m4_m4(inv_posemat, pc_posemat);
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/* get the new matrix */
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mult_m4_m4m4(outmat, inv_posemat, inmat);
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mult_m4_m4m4(outmat, rotscale_mat, inmat);
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mul_v3_m4v3(outmat[3], loc_mat, inmat[3]);
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}
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/* Convert Pose-Space Location to Bone-Space Location
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@@ -2263,98 +2380,30 @@ void where_is_pose_bone_tail(bPoseChannel *pchan)
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*/
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void where_is_pose_bone(Scene *scene, Object *ob, bPoseChannel *pchan, float ctime, int do_extra)
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{
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Bone *bone, *parbone;
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bPoseChannel *parchan;
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float vec[3];
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/* set up variables for quicker access below */
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bone= pchan->bone;
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parbone= bone->parent;
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parchan= pchan->parent;
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/* this gives a chan_mat with actions (ipos) results */
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if(do_extra) pchan_calc_mat(pchan);
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else unit_m4(pchan->chan_mat);
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/* This gives a chan_mat with actions (ipos) results. */
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if(do_extra)
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pchan_calc_mat(pchan);
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else
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unit_m4(pchan->chan_mat);
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/* construct the posemat based on PoseChannels, that we do before applying constraints */
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/* Construct the posemat based on PoseChannels, that we do before applying constraints. */
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/* pose_mat(b)= pose_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b) * chan_mat(b) */
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if(parchan) {
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float offs_bone[4][4]; // yoffs(b-1) + root(b) + bonemat(b)
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/* bone transform itself */
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copy_m4_m3(offs_bone, bone->bone_mat);
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/* The bone's root offset (is in the parent's coordinate system) */
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copy_v3_v3(offs_bone[3], bone->head);
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/* Get the length translation of parent (length along y axis) */
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offs_bone[3][1]+= parbone->length;
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/* Compose the matrix for this bone */
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if((bone->flag & BONE_HINGE) && (bone->flag & BONE_NO_SCALE)) { // uses restposition rotation, but actual position
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float tmat[4][4];
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/* the rotation of the parent restposition */
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copy_m4_m4(tmat, parbone->arm_mat);
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mul_serie_m4(pchan->pose_mat, tmat, offs_bone, pchan->chan_mat, NULL, NULL, NULL, NULL, NULL);
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}
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else if(bone->flag & BONE_HINGE) { // same as above but apply parent scale
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float tmat[4][4];
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/* apply the parent matrix scale */
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float tsmat[4][4], tscale[3];
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/* the rotation of the parent restposition */
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copy_m4_m4(tmat, parbone->arm_mat);
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/* extract the scale of the parent matrix */
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mat4_to_size(tscale, parchan->pose_mat);
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size_to_mat4(tsmat, tscale);
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mult_m4_m4m4(tmat, tsmat, tmat);
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mul_serie_m4(pchan->pose_mat, tmat, offs_bone, pchan->chan_mat, NULL, NULL, NULL, NULL, NULL);
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}
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else if(bone->flag & BONE_NO_SCALE) {
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float orthmat[4][4];
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/* do transform, with an ortho-parent matrix */
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copy_m4_m4(orthmat, parchan->pose_mat);
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normalize_m4(orthmat);
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mul_serie_m4(pchan->pose_mat, orthmat, offs_bone, pchan->chan_mat, NULL, NULL, NULL, NULL, NULL);
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}
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else
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mul_serie_m4(pchan->pose_mat, parchan->pose_mat, offs_bone, pchan->chan_mat, NULL, NULL, NULL, NULL, NULL);
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/* in these cases we need to compute location separately */
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if(bone->flag & (BONE_HINGE|BONE_NO_SCALE|BONE_NO_LOCAL_LOCATION)) {
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|
float bone_loc[3], chan_loc[3];
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mul_v3_m4v3(bone_loc, parchan->pose_mat, offs_bone[3]);
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copy_v3_v3(chan_loc, pchan->chan_mat[3]);
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|
|
|
/* no local location is not transformed by bone matrix */
|
|
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|
|
if(!(bone->flag & BONE_NO_LOCAL_LOCATION))
|
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|
|
mul_mat3_m4_v3(offs_bone, chan_loc);
|
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|
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|
|
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|
|
|
/* for hinge we use armature instead of pose mat */
|
|
|
|
|
if(bone->flag & BONE_HINGE) mul_mat3_m4_v3(parbone->arm_mat, chan_loc);
|
|
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|
|
else mul_mat3_m4_v3(parchan->pose_mat, chan_loc);
|
|
|
|
|
|
|
|
|
|
add_v3_v3v3(pchan->pose_mat[3], bone_loc, chan_loc);
|
|
|
|
|
}
|
|
|
|
|
{
|
|
|
|
|
float rotscale_mat[4][4], loc_mat[4][4];
|
|
|
|
|
pchan_to_pose_mat(pchan, rotscale_mat, loc_mat);
|
|
|
|
|
/* Rotation and scale. */
|
|
|
|
|
mult_m4_m4m4(pchan->pose_mat, rotscale_mat, pchan->chan_mat);
|
|
|
|
|
/* Location. */
|
|
|
|
|
mul_v3_m4v3(pchan->pose_mat[3], loc_mat, pchan->chan_mat[3]);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
mult_m4_m4m4(pchan->pose_mat, bone->arm_mat, pchan->chan_mat);
|
|
|
|
|
|
|
|
|
|
/* optional location without arm_mat rotation */
|
|
|
|
|
if(bone->flag & BONE_NO_LOCAL_LOCATION)
|
|
|
|
|
add_v3_v3v3(pchan->pose_mat[3], bone->arm_mat[3], pchan->chan_mat[3]);
|
|
|
|
|
|
|
|
|
|
/* only rootbones get the cyclic offset (unless user doesn't want that) */
|
|
|
|
|
if ((bone->flag & BONE_NO_CYCLICOFFSET) == 0)
|
|
|
|
|
/* Only rootbones get the cyclic offset (unless user doesn't want that). */
|
|
|
|
|
/* XXX That could be a problem for snapping and other "reverse transform" features... */
|
|
|
|
|
if(!pchan->parent) {
|
|
|
|
|
if((pchan->bone->flag & BONE_NO_CYCLICOFFSET) == 0)
|
|
|
|
|
add_v3_v3(pchan->pose_mat[3], ob->pose->cyclic_offset);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if(do_extra) {
|
|
|
|
|
|
|
|
|
|
#if 0 /* XXX OLD ANIMSYS, NLASTRIPS ARE NO LONGER USED */
|
|
|
|
@@ -2365,6 +2414,7 @@ void where_is_pose_bone(Scene *scene, Object *ob, bPoseChannel *pchan, float cti
|
|
|
|
|
/* Do constraints */
|
|
|
|
|
if (pchan->constraints.first) {
|
|
|
|
|
bConstraintOb *cob;
|
|
|
|
|
float vec[3];
|
|
|
|
|
|
|
|
|
|
/* make a copy of location of PoseChannel for later */
|
|
|
|
|
copy_v3_v3(vec, pchan->pose_mat[3]);
|
|
|
|
@@ -2388,7 +2438,7 @@ void where_is_pose_bone(Scene *scene, Object *ob, bPoseChannel *pchan, float cti
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* calculate head */
|
|
|
|
|
copy_v3_v3(pchan->pose_head, pchan->pose_mat[3]);
|
|
|
|
|
/* calculate tail */
|
|
|
|
|