Commit: 9466d1579df37e108ef52e03984b88c64c926dbe
Author: Joshua Leung
Date:   Tue Jun 28 02:20:25 2016 +1200
Branches: master
https://developer.blender.org/rB9466d1579df37e108ef52e03984b88c64c926dbe

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.

===================================================================

M       source/blender/blenkernel/intern/armature.c

===================================================================

diff --git a/source/blender/blenkernel/intern/armature.c 
b/source/blender/blenkernel/intern/armature.c
index 0389937..99c9d0a 100644
--- a/source/blender/blenkernel/intern/armature.c
+++ b/source/blender/blenkernel/intern/armature.c
@@ -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;

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