Bendy Bones: Adding a bit of documentation to the code to show what's happening

This commit is contained in:
2016-05-16 16:24:29 +12:00
parent 38ac8a9551
commit 21d8ff3229

View File

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