Bones in transformed armatures (rotation and scale) don't scale properly to cursor #92515

Closed
opened 2021-10-27 00:28:11 +02:00 by Nathan Vasil · 5 comments

System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71

Blender Version
Broken: version: 2.93.5, branch: master, commit date: 2021-10-05 12:04, hash: a791bdabd0
Worked: Not sure, but I only started noticing this bug in 2.93.x family.

Short description of error
Scaling to cursor appears to evaluate the world space location of the cursor as if it were an untranslated pose space coordinate.

Exact steps for others to reproduce the error

  • Make an armature.

  • Scale it x3 about itself in object mode.

  • Enter pose mode.

  • Place a cursor somewhere off the origin of the bone,

  • set the pivot point to cursor,

  • scale the bone by zero. Clear scale (only) of the bone so that you can see its location.
    Expected: bone's origin is located at cursor.
    Actual: bone's origin is translated a third of the way to the cursor.

  • Reset the bone's location.

  • Rotate the armature 180 degrees about itself in object mode around any axis.

  • Again, in pose mode, scale bone to cursor by 0,

  • reset scale on the bone to see it.
    Expected: bone's origin is at cursor.
    Actual: bone's origin has traveled a third of the distance to cursor, but away from the cursor.

NOTE: that "affect only locations" doesn't affect this-- scaling to zero still moves the bone inappropriately.
Scaling bones to cursor is used most frequently to draw something like an IK target toward a particular position as marked by a mesh-- plop down a cursor projected onto the mesh, regardless of depth.
Transformed armatures are uncommon (especially rotated armatures) but scaled armatures aren't too uncommon as they're the best way to scale a model to differently scaled geometry while preserving constraint dimensions.
Rotating armatures happens when parenting armatures to other objects, which in my case is due to making interim facial armatures (for dynamic mesh deformers) that I just parent to a head bone.
Seems kinda medium priority to me.

**System Information** Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71 **Blender Version** Broken: version: 2.93.5, branch: master, commit date: 2021-10-05 12:04, hash: `a791bdabd0` Worked: Not sure, but I only started noticing this bug in 2.93.x family. **Short description of error** Scaling to cursor appears to evaluate the world space location of the cursor as if it were an untranslated pose space coordinate. **Exact steps for others to reproduce the error** - Make an armature. - Scale it x3 about itself in object mode. - Enter pose mode. - Place a cursor somewhere off the origin of the bone, - set the pivot point to cursor, - scale the bone by zero. Clear scale (only) of the bone so that you can see its location. Expected: bone's origin is located at cursor. Actual: bone's origin is translated a third of the way to the cursor. - Reset the bone's location. - Rotate the armature 180 degrees about itself in object mode around any axis. - Again, in pose mode, scale bone to cursor by 0, - reset scale on the bone to see it. Expected: bone's origin is at cursor. Actual: bone's origin has traveled a third of the distance to cursor, but away from the cursor. NOTE: that "affect only locations" doesn't affect this-- scaling to zero still moves the bone inappropriately. Scaling bones to cursor is used most frequently to draw something like an IK target toward a particular position as marked by a mesh-- plop down a cursor projected onto the mesh, regardless of depth. Transformed armatures are uncommon (especially rotated armatures) but scaled armatures aren't *too* uncommon as they're the best way to scale a model to differently scaled geometry while preserving constraint dimensions. Rotating armatures happens when parenting armatures to other objects, which in my case is due to making interim facial armatures (for dynamic mesh deformers) that I just parent to a head bone. Seems kinda medium priority to me.
Author

Added subscriber: @vasiln

Added subscriber: @vasiln

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'

This issue was referenced by 3bd6b80d65

This issue was referenced by 3bd6b80d65baa7d4b17a1e3c0ad6d96d2d2d0429

This issue was referenced by 8dbca01531

This issue was referenced by 8dbca01531f2f225cdb85a84dd3d52cde29d8121

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Campbell Barton self-assigned this 2021-11-03 01:49:51 +01:00
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Reference: blender/blender#92515
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