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 [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
