Bendy Bones: Temporary workaround for instability caused by D2001 when using custom handle bones

It's probably some numeric precision issue, but until we figure out exactly what's
going wrong here, let's just revert back to the hardcoded value that was used here
successfully for years without issues.
This commit is contained in:
Joshua Leung 2016-06-28 02:20:25 +12:00
parent e2c7ee7733
commit 9466d1579d
1 changed files with 6 additions and 1 deletions

View File

@ -634,7 +634,12 @@ void b_bone_spline_setup(bPoseChannel *pchan, int rest, Mat4 result_array[MAX_BB
}
{
const float circle_factor = length * (cubic_tangent_factor_circle_v3(h1, h2) / 0.75f);
#if 0 // <--- this is currently unstable, disabling until we find a good fix
const float circle_factor = length * (cubic_tangent_factor_circle_v3(h1, h2) / 0.75f);
#else // <--- temporary workaround, using the old hardcoded value
const float circle_factor = length * 0.390464f;
#endif
const float hlength1 = bone->ease1 * circle_factor;
const float hlength2 = bone->ease2 * circle_factor;