Commit: f23f07ced020cc337a5fe77d02f7aaed5d584144
Author: Bastien Montagne
Date: Fri Feb 28 10:47:28 2014 +0100
https://developer.blender.org/rBf23f07ced020cc337a5fe77d02f7aaed5d584144
Fix T38407: Bone roll calculation flips local axes at wrong rotation angle
Just remove that rotation special case for now, at least fixes the glitch along
Z axis when rotating around Y axis in report.
Anyway, there is no reason for such special handling, we do not have real
rotation in editbone...
===================================================================
M source/blender/editors/transform/transform_generics.c
===================================================================
diff --git a/source/blender/editors/transform/transform_generics.c
b/source/blender/editors/transform/transform_generics.c
index af4beff..8e7e5c4 100644
--- a/source/blender/editors/transform/transform_generics.c
+++ b/source/blender/editors/transform/transform_generics.c
@@ -812,17 +812,12 @@ static void recalcData_objects(TransInfo *t)
}
else {
copy_v3_v3(up_axis,
td->axismtx[2]);
-
- if (t->mode !=
TFM_ROTATION) {
-
sub_v3_v3v3(vec, ebo->tail, ebo->head);
-
normalize_v3(vec);
-
rotation_between_vecs_to_quat(qrot, td->axismtx[1], vec);
- mul_qt_v3(qrot,
up_axis);
- }
- else {
-
mul_m3_v3(t->mat, up_axis);
- }
-
+
+ sub_v3_v3v3(vec,
ebo->tail, ebo->head);
+ normalize_v3(vec);
+
rotation_between_vecs_to_quat(qrot, td->axismtx[1], vec);
+ mul_qt_v3(qrot,
up_axis);
+
/* roll has a tendency
to flip in certain orientations - [#34283], [#33974] */
roll =
ED_rollBoneToVector(ebo, up_axis, false);
ebo->roll =
angle_compat_rad(roll, td->ival);
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