Bendy Bones: Adding a bit of documentation to the code to show what's happening
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@@ -601,11 +601,23 @@ void b_bone_spline_setup(bPoseChannel *pchan, int rest, Mat4 result_array[MAX_BB
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roll2 = 0.0;
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}
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/* add extra effects (bbone properties)? */
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/* Add effects from bbone properties over the top
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* - These properties allow users to hand-animate the
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* bone curve/shape, without having to resort to using
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* extra bones
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* - The "bone" level offsets are for defining the restpose
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* shape of the bone (e.g. for curved eyebrows for example).
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* -> In the viewport, it's needed to define what the rest pose
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* looks like
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* -> For "rest == 0", we also still need to have it present
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* so that we can "cancel out" this restpose when it comes
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* time to deform some geometry, it won't cause double transforms.
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* - The "pchan" level offsets are the ones that animators actually
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* end up animating
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*/
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{
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/* add extra rolls */
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roll1 += bone->roll1 + (!rest ? pchan->roll1 : 0.0f);
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roll2 += bone->roll2 + (!rest ? pchan->roll2 : 0.0f);
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if (bone->flag & BONE_ADD_PARENT_END_ROLL) {
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