@ Brecht Van Lommel: You are right. I should have not made any further changes.
But regarding the storage of the variables i can't imagine a better place, since the editmode is where the precession comes from. If you store the restpositions in editmode and check with some delta against it, you will end up with the same problem again (floating point errors). The only right position for bones is the location inside the editmode. The editmode can have an effect on the the posemode, but whatever you do should have NO effect on the locations in editmode. For example: A mesh will be deformed, but kept locally as it is. The same paradigm must be applied to bones. The hack inside my code will be only necessary for importing. Once imported, it isn't needed anymore. But i could not find the codesection that creates the Bone structs while importing. Thats why i wrote it the way it is. Anything in "if (curBone->e_used == 0) {" should be moved there and no hack will be needed anymore. The variable "e_used" could be removed. Maybe you want to give me a hint in which file the Bone structs are created. As soon i will know, i can implement a short check and set them up correctly without the need of additional variables, except for e_roll, e_head and e_tail. Greetings from Tobias Oelgarte Am 01.02.2011 18:47, schrieb Brecht Van Lommel: > Hi, > > This patch and the other one you posted contain many formatting > changes, please keep those out of patches, it's hard to see what you > changed. > > Regarding this fix, it would be better to store original > roll/head/tail + loc/rot/scale on entering edit mode in the EditBone, > and then use that when you convert back from EditBone to Bone, if the > roll/head/tail didn't change (maybe need to check for parent changes > too). That keeps it nice localized. Better not store duplicate state > in files, not because of memory usage, but because it's better to keep > such hacks in runtime code. > > Brecht. > > On Tue, Feb 1, 2011 at 6:36 PM, Stephen Swaney<sswa...@centurytel.net> wrote: >> On Tue, Feb 01, 2011 at 06:04:59PM +0100, Tobias Oelgarte wrote: >>> The patch: >>> * http://pastebin.com/mV5BwHqW >> Blender has a Patch Tracker. Putting patches in our tracker >> makes it easier to review and maintain them. >> >> Making it easier for patch reviewers is making it easier to >> get your patch applied. >> >> -- >> Stephen Swaney >> sswa...@centurytel.net >> >> _______________________________________________ >> 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 > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers