What do you mean with "please open a report"? I already added a patch proposal at: https://projects.blender.org/tracker/index.php?func=detail&aid=25901&group_id=9&atid=127
Did you mean something else, a bugreport maybe? (Im not familiar with the tracker) Am 01.02.2011 21:11, schrieb Brecht Van Lommel: > Hi, > > We should continue discussion in the patch tracker, please open a > report there. I'll reply later trying to explain what I mean, I still > think this is the wrong solution... > > Brecht. > > On Tue, Feb 1, 2011 at 7:12 PM, Tobias Oelgarte > <[email protected]> wrote: >> 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<[email protected]> >>> 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 >>>> [email protected] >>>> >>>> _______________________________________________ >>>> Bf-committers mailing list >>>> [email protected] >>>> http://lists.blender.org/mailman/listinfo/bf-committers >>>> >>> _______________________________________________ >>> Bf-committers mailing list >>> [email protected] >>> http://lists.blender.org/mailman/listinfo/bf-committers >>> >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers >> > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
