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.
This commit is contained in:
Bastien Montagne 2014-02-22 11:12:44 +01:00
parent 907be3632c
commit 3fe487217d
Notes: blender-bot 2023-10-12 12:49:04 +02:00
Referenced by commit 2e0a33745d, Revert editbone roll correction changes.
Referenced by issue #38843, Bone parallel to world z axis flicking when scale in edit mode.
Referenced by issue #38407, Bone roll calculation flips local axes at wrong rotation angle
2 changed files with 22 additions and 29 deletions

View File

@ -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;

View File

@ -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);
}
}
}