Commit: 0264d8390fa28153e8a122ed419faba936944bd9 Author: Alexander Gavrilov Date: Sun Jul 8 17:10:15 2018 +0300 Branches: master https://developer.blender.org/rB0264d8390fa28153e8a122ed419faba936944bd9
Apply Pose as Rest Pose: implement an Only Selected bones option. The most difficult part is handling parent-child relations correctly: when a parent is applied, the children should be moved accordingly, and when applying a child, it should not include transformation from unapplied parents. All this requires walking bones as a tree, instead of a flat list. Limitation: Applying bones with non-uniform scaling without also applying children will distort non-rest posing on said children for reasons related to T54159 (basically, non-uniform scale plus rotation creates shear, and Blender matrix decomposition utilities don't have tools to deal with it). Reviewers: campbellbarton, brecht, mont29 Differential Revision: https://developer.blender.org/D3775 =================================================================== M release/scripts/startup/bl_ui/space_view3d.py M source/blender/editors/armature/pose_transform.c =================================================================== diff --git a/release/scripts/startup/bl_ui/space_view3d.py b/release/scripts/startup/bl_ui/space_view3d.py index 8510f8c1dd0..23cd2c36e76 100644 --- a/release/scripts/startup/bl_ui/space_view3d.py +++ b/release/scripts/startup/bl_ui/space_view3d.py @@ -3143,7 +3143,8 @@ class VIEW3D_MT_pose_apply(Menu): def draw(self, _context): layout = self.layout - layout.operator("pose.armature_apply") + layout.operator("pose.armature_apply").selected = False + layout.operator("pose.armature_apply", text="Apply Selected as Rest Pose").selected = True layout.operator("pose.visual_transform_apply") layout.separator() diff --git a/source/blender/editors/armature/pose_transform.c b/source/blender/editors/armature/pose_transform.c index 6207d5412cf..49b66429515 100644 --- a/source/blender/editors/armature/pose_transform.c +++ b/source/blender/editors/armature/pose_transform.c @@ -59,6 +59,9 @@ #include "ED_screen.h" #include "ED_util.h" +#include "UI_interface.h" +#include "UI_resources.h" + #include "armature_intern.h" /* ********************************************** */ @@ -87,6 +90,229 @@ static void applyarmature_fix_boneparents(const bContext *C, Scene *scene, Objec } } +/* Sets the bone head, tail and roll to match the supplied parameters. */ +static void applyarmature_set_edit_position(EditBone *curbone, + const float pose_mat[4][4], + const float new_tail[3], + float r_new_arm_mat[4][4]) +{ + /* Simply copy the head/tail values from pchan over to curbone. */ + copy_v3_v3(curbone->head, pose_mat[3]); + copy_v3_v3(curbone->tail, new_tail); + + /* Fix roll: + * 1. find auto-calculated roll value for this bone now + * 2. remove this from the 'visual' y-rotation + */ + { + float premat[3][3], pmat[3][3]; + float delta[3]; + + /* Obtain new auto y-rotation. */ + sub_v3_v3v3(delta, curbone->tail, curbone->head); + + copy_m3_m4(pmat, pose_mat); + mat3_vec_to_roll(pmat, delta, &curbone->roll); + + /* Compute new rest pose matrix if requested. */ + if (r_new_arm_mat) { + vec_roll_to_mat3(delta, curbone->roll, premat); + copy_m4_m3(r_new_arm_mat, premat); + copy_v3_v3(r_new_arm_mat[3], pose_mat[3]); + } + } +} + +/* Copy properties over from pchan to curbone and reset channels. */ +static void applyarmature_transfer_properties(EditBone *curbone, + bPoseChannel *pchan, + const bPoseChannel *pchan_eval) +{ + /* Combine pose and rest values for bendy bone settings, + * then clear the pchan values (so we don't get a double-up). + */ + if (pchan->bone->segments > 1) { + /* Combine rest/pose values. */ + curbone->curve_in_x += pchan_eval->curve_in_x; + curbone->curve_in_y += pchan_eval->curve_in_y; + curbone->curve_out_x += pchan_eval->curve_out_x; + curbone->curve_out_y += pchan_eval->curve_out_y; + curbone->roll1 += pchan_eval->roll1; + curbone->roll2 += pchan_eval->roll2; + curbone->ease1 += pchan_eval->ease1; + curbone->ease2 += pchan_eval->ease2; + + curbone->scale_in_x *= pchan_eval->scale_in_x; + curbone->scale_in_y *= pchan_eval->scale_in_y; + curbone->scale_out_x *= pchan_eval->scale_out_x; + curbone->scale_out_y *= pchan_eval->scale_out_y; + + /* Reset pose values. */ + pchan->curve_in_x = pchan->curve_out_x = 0.0f; + pchan->curve_in_y = pchan->curve_out_y = 0.0f; + pchan->roll1 = pchan->roll2 = 0.0f; + pchan->ease1 = pchan->ease2 = 0.0f; + pchan->scale_in_x = pchan->scale_in_y = 1.0f; + pchan->scale_out_x = pchan->scale_out_y = 1.0f; + } + + /* Clear transform values for pchan. */ + zero_v3(pchan->loc); + zero_v3(pchan->eul); + unit_qt(pchan->quat); + unit_axis_angle(pchan->rotAxis, &pchan->rotAngle); + pchan->size[0] = pchan->size[1] = pchan->size[2] = 1.0f; + + /* Set anim lock. */ + curbone->flag |= BONE_UNKEYED; +} + +/* Adjust the current edit position of the bone using the pose space matrix. */ +static void applyarmature_adjust_edit_position(bArmature *arm, + bPoseChannel *pchan, + const float delta_mat[4][4], + float r_new_arm_mat[4][4]) +{ + EditBone *curbone = ED_armature_ebone_find_name(arm->edbo, pchan->name); + float delta[3], new_tail[3], premat[3][3], new_pose[4][4]; + + /* Current orientation matrix. */ + sub_v3_v3v3(delta, curbone->tail, curbone->head); + vec_roll_to_mat3(delta, curbone->roll, premat); + + /* New location and orientation. */ + mul_m4_m4m3(new_pose, delta_mat, premat); + mul_v3_m4v3(new_pose[3], delta_mat, curbone->head); + mul_v3_m4v3(new_tail, delta_mat, curbone->tail); + + applyarmature_set_edit_position(curbone, new_pose, new_tail, r_new_arm_mat); +} + +/* Data about parent position for Apply To Selected mode. */ +typedef struct ApplyArmature_ParentState { + Bone *bone; + + /* New rest position of the bone with scale included. */ + float new_rest_mat[4][4]; + /* New arm_mat of the bone == new_rest_mat without scale. */ + float new_arm_mat[4][4]; +} ApplyArmature_ParentState; + +/* Recursive walk for Apply To Selected mode; pstate NULL unless child of an applied bone. */ +static void applyarmature_process_selected_rec(bArmature *arm, + bPose *pose, + bPose *pose_eval, + Bone *bone, + ListBase *selected, + ApplyArmature_ParentState *pstate) +{ + bPoseChannel *pchan = BKE_pose_channel_find_name(pose, bone->name); + const bPoseChannel *pchan_eval = BKE_pose_channel_find_name(pose_eval, bone->name); + + if (!pchan || !pchan_eval) + return; + + ApplyArmature_ParentState new_pstate = {.bone = bone}; + + if (BLI_findptr(selected, pchan, offsetof(CollectionPointerLink, ptr.data))) { + /* SELECTED BONE: Snap to final pose transform minus unapplied parent effects. + * + * I.e. bone position with accumulated parent effects but no local + * transformation will match the original final pose_mat. + * + * Pose channels are reset as expected. + */ + EditBone *curbone = ED_armature_ebone_find_name(arm->edbo, pchan->name); + BoneParentTransform invparent; + float new_tail[3]; + + if (pchan->parent) { + BoneParentTransform old_bpt, new_bpt; + float offs_bone[4][4]; + + /* Parent effects on the bone transform that have to be removed. */ + BKE_bone_offset_matrix_get(bone, offs_bone); + BKE_bone_parent_transform_calc_from_matrices( + bone->flag, offs_bone, bone->parent->arm_mat, pchan_eval->parent->pose_mat, &old_bpt); + + /* Applied parent effects that have to be kept, if any. */ + float(*new_parent_pose)[4] = pstate ? pstate->new_rest_mat : bone->parent->arm_mat; + BKE_bone_parent_transform_calc_from_matrices( + bone->flag, offs_bone, bone->parent->arm_mat, new_parent_pose, &new_bpt); + + BKE_bone_parent_transform_invert(&old_bpt); + BKE_bone_parent_transform_combine(&new_bpt, &old_bpt, &invparent); + } + else { + BKE_bone_parent_transform_clear(&invparent); + } + + /* Apply change without inherited unapplied parent transformations. */ + BKE_bone_parent_transform_apply(&invparent, pchan_eval->pose_mat, new_pstate.new_rest_mat); + + copy_v3_fl3(new_tail, 0.0, bone->length, 0.0); + mul_m4_v3(new_pstate.new_rest_mat, new_tail); + + applyarmature_set_edit_position( + curbone, new_pstate.new_rest_mat, new_tail, new_pstate.new_arm_mat); + applyarmature_transfer_properties(curbone, pchan, pchan_eval); + + pstate = &new_pstate; + } + else if (pstate) { + /* UNSELECTED CHILD OF SELECTED: Include applied parent effects. + * + * The inherited transform of applied (selected) bones is baked + * into the rest pose so that the final bone position doesn't + * change. + * + * Pose channels are not changed, with the exception of the inherited + * applied parent scale being baked into the location pose channel. + */ + BoneParentTransform bpt; + float offs_bone[4][4], delta[4][4], old_chan_loc[3]; + + /* Include applied parent effects. */ + BKE_bone_offset_matrix_get(bone, offs_bone); + BKE_bone_parent_transform_calc_from_matrices( + bone->flag, offs_bone, pstate->bone->arm_mat, pstate->new_rest_mat, &bpt); + + unit_m4(new_pstate.new_rest_mat); + BKE_bone_parent_transform_apply(&bpt, new_pstate.new_rest_mat, new_pstate.new_rest_mat); + + /* Bone location channel in pose space relative to bone head. */ + mul_v3_mat3_m4v3(old_chan_loc, bpt.loc_mat, pchan_eval->loc); + + /* Apply the change to the rest bone position. */ + invert_m4_m4(delta, bone->arm_mat); + mul_m4_m4m4(delta, new_pstate.new_rest_mat, delta); + + applyarmature_adjust_edit_position(arm, pchan, delta, new_pstate.new_arm_mat); + + /* Location pose channel has to be updated, because it is affected + * by parent scaling, and the rest pose has no scale by definition. */ + if (!(bone->flag & BONE_CONNECTED) && !is_zero_v3(old_chan_loc)) { + float inv_parent_arm[4][4]; + + /* Compute the channel coordinate space matrices for the new rest state. */ + invert_m4_m4(inv_parent_arm, pstate->new_arm_mat); + mul_m4_m4m4(offs_bone, inv_parent_arm, new_pstate.new_arm_mat); + BKE_bone_parent_transform_calc_from_matrices( + bone->flag, offs_bone, pstate->new_arm_mat, pstate->new_arm_mat, &bpt); + + /* Re-apply the location to keep the final effect. */ + invert_m4(bpt.loc_mat); + mul_v3_mat3_m4v3(pchan->loc, bpt.loc_mat, old_chan_loc); + } + + pstate = &new_pstate; + } + + for (Bone *child = bone->childbase.first; child; child = child->next) { + applyarmature_process_selected_rec(arm, pose, pose_eval, child, selected, pstate); + @@ Diff output truncated at 10240 characters. @@ _______________________________________________ Bf-blender-cvs mailing list [email protected] https://lists.blender.org/mailman/listinfo/bf-blender-cvs
