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Modifiers: Warp modifier add bone from and bone to options when using armature objects
Needs ReviewPublic

Authored by Cody Winchester (CodyWinch) on Wed, Feb 12, 11:41 AM.

Details

Summary

This patch adds the option to use armature bones for the From and To targets when using armature objects.

The changes are based on the UV Warp modifier.

Diff Detail

Repository
rB Blender

Event Timeline

Updated diff to be compatible with new master changes

Bastien Montagne (mont29) requested changes to this revision.Tue, Feb 18, 4:22 PM
Bastien Montagne (mont29) added inline comments.
source/blender/modifiers/intern/MOD_warp.c
167–172

Why did you remove check on NULL object_from/object_to?

224–226

Why did you remove obinv matrix multiplication?

This revision now requires changes to proceed.Tue, Feb 18, 4:22 PM
Cody Winchester (CodyWinch) marked 2 inline comments as done.Tue, Feb 18, 6:32 PM
Cody Winchester (CodyWinch) added inline comments.
source/blender/modifiers/intern/MOD_warp.c
167–172

The NULL check was moved into the warp_deps_object_bone_new function

224–226

It was originally because I used UVWarp as a reference and it didn't have the invert in there, but now I realize that it is needed for this modifier.

Cody Winchester (CodyWinch) marked 2 inline comments as done.
  • Moved the object from and object to NULL checks back to the updatedepsgraph function
  • Added back in the Object matrix invert

I based the previous patch on the UVWarp modifier and left out the object matrix invert because I forgot to take into account that UVWarp doesn't use it since it doesn't have the proximity settings.

The NULL checks were moved into the warp_deps_object_bone_new function, but it makes more sense to keep it in the updatedepsgraph so it doesn't use the DEG_add_modifier_to_transform_relation function when it is not needed.