Why are heads and tails stored anyway? This would be a great opportunity to make editbones loc, rot, length. The difference between edit and pose is bizarre from both a user's and developer's perspective, and a huge HUGE headache when importing/exporting.
On 01/02/2011 2:13, Tobias Oelgarte wrote: > Im currently reviewing the armature code to fix the loss of precession > while switching between edit mode and pose mode. Basically the locations > and roll angles are computed back and forth every time. Since it is done > with floating point precession the rig tends to fall apart. To correct > that i will have to know how the "Bone struct" is allocated. Does it > even get allocated? Meaning that it will always be the result from a > conversion from "struct EditBone" to "struct Bone"? > > The question is basically about the fact which kind of struct is created > first. From using blender i would assume that Editbones get created > first and will then be converted to Bones, when you leave editmode. On > the other hand: How it is handled while loading an existing file? Are > the Editbones (for editmode) stored or the Bones (for Posemode and > anything else)? > > What i basically want to do is to store the untransformed head and tail > locations together with the boneroll as separate variables inside the > "Bone struct". That seams to me the only way to get rid of the steady > conversions, which will end up destroying the bone locations in editmode. > > Tobias Oelgarte > > > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers