Armature-Pose IK goodies!
- Added option to the IK buttons, to have it use the 'tip' as end of the IK chain. I never really understood this old convention (IK didn't work on the Bone itself). Old files still will read OK though. But I made the "To Tip" a default when adding new IK constraints. - Hotkey CTRL+I: add IK, with option to have it adding an Empty target, or use a selected Bone as target. With the new non-modal PoseMode, it gives instant access to playing with the IK chain. - Hotkey ALT+I: clears IK, on all selected Bones - Hotkey ALT+C: clears Constraints on all selected Bones (incl IK)
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@@ -6,10 +6,7 @@
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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@@ -23,20 +20,16 @@
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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* Contributor(s): Ton Roosendaal, Blender Foundation '05, full recode.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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* support for animation modes - Reevan McKay
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*/
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#include <stdlib.h>
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#include "MEM_guardedalloc.h"
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#include "BLI_arithb.h"
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#include "BLI_blenlib.h"
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@@ -51,16 +44,19 @@
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#include "BKE_action.h"
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#include "BKE_armature.h"
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#include "BKE_constraint.h"
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#include "BKE_global.h"
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#include "BKE_depsgraph.h"
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#include "BKE_displist.h"
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#include "BKE_global.h"
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#include "BKE_object.h"
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#include "BIF_editconstraint.h"
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#include "BIF_gl.h"
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#include "BIF_graphics.h"
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#include "BIF_interface.h"
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#include "BIF_poseobject.h"
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#include "BIF_space.h"
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#include "BIF_toolbox.h"
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#include "BIF_screen.h"
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#include "BIF_poseobject.h"
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#include "BDR_editobject.h"
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@@ -144,13 +140,16 @@ void exit_posemode(void)
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scrarea_queue_headredraw(curarea);
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}
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/* context: active channel */
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void pose_special_editmenu(void)
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{
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Object *ob= OBACT;
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bPoseChannel *pchan;
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short nr;
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/* paranoia checks */
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if(!ob && !ob->pose) return;
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if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
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for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next)
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if(pchan->bone->flag & BONE_ACTIVE) break;
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@@ -175,4 +174,155 @@ void pose_special_editmenu(void)
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}
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}
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/* context: active channel, optional selected channel */
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void pose_add_IK(void)
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{
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Object *ob= OBACT;
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bPoseChannel *pchanact, *pchansel;
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bConstraint *con;
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short nr;
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/* paranoia checks */
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if(!ob && !ob->pose) return;
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if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
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/* find active */
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for(pchanact= ob->pose->chanbase.first; pchanact; pchanact= pchanact->next)
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if(pchanact->bone->flag & BONE_ACTIVE) break;
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if(pchanact==NULL) return;
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/* find selected */
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for(pchansel= ob->pose->chanbase.first; pchansel; pchansel= pchansel->next) {
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if(pchansel!=pchanact)
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if(pchansel->bone->flag & BONE_SELECTED) break;
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}
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for(con= pchanact->constraints.first; con; con= con->next) {
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if(con->type==CONSTRAINT_TYPE_KINEMATIC) break;
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}
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if(con) {
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error("Pose Channel already has IK");
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return;
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}
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if(pchansel)
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nr= pupmenu("Add IK Constraint%t|To new Empty Object%x1|To selected Bone%x2");
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else
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nr= pupmenu("Add IK Constraint%t|To new Empty Object%x1");
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if(nr<1) return;
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/* prevent weird chains... */
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if(nr==2) {
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bPoseChannel *pchan= pchanact;
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while(pchan) {
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if(pchan==pchansel) break;
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if(pchan->bone->flag & BONE_IK_TOPARENT)
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pchan= pchan->parent;
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else pchan= NULL;
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}
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if(pchan) {
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error("IK target should not be in the IK chain itself");
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return;
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}
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}
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con = add_new_constraint(CONSTRAINT_TYPE_KINEMATIC);
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BLI_addtail(&pchanact->constraints, con);
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pchanact->constflag |= PCHAN_HAS_IK; // for draw, but also for detecting while pose solving
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/* add new empty as target */
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if(nr==1) {
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Base *base= BASACT;
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Object *obt;
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obt= add_object(OB_EMPTY);
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/* transform cent to global coords for loc */
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VecMat4MulVecfl(obt->loc, ob->obmat, pchanact->pose_tail);
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set_constraint_target(con, obt, NULL);
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/* restore, add_object sets active */
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BASACT= base;
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base->flag |= SELECT;
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}
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else if(nr==2) {
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set_constraint_target(con, ob, pchansel->name);
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}
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ob->pose->flag |= POSE_RECALC; // sort pose channels
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DAG_scene_sort(G.scene); // sort order of objects
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DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA); // and all its relations
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allqueue (REDRAWVIEW3D, 0);
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allqueue (REDRAWBUTSOBJECT, 0);
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BIF_undo_push("Add IK constraint");
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}
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/* context: all selected channels */
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void pose_clear_IK(void)
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{
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Object *ob= OBACT;
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bPoseChannel *pchan;
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bConstraint *con;
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bConstraint *next;
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/* paranoia checks */
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if(!ob && !ob->pose) return;
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if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
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if(okee("Remove IK constraint(s)")==0) return;
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for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
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if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
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for(con= pchan->constraints.first; con; con= next) {
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next= con->next;
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if(con->type==CONSTRAINT_TYPE_KINEMATIC) {
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BLI_remlink(&pchan->constraints, con);
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free_constraint_data(con);
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MEM_freeN(con);
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}
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}
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pchan->constflag &= ~PCHAN_HAS_IK;
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}
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}
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DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA); // and all its relations
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allqueue (REDRAWVIEW3D, 0);
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allqueue (REDRAWBUTSOBJECT, 0);
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BIF_undo_push("Remove IK constraint(s)");
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}
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void pose_clear_constraints(void)
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{
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Object *ob= OBACT;
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bPoseChannel *pchan;
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/* paranoia checks */
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if(!ob && !ob->pose) return;
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if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
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if(okee("Remove Constraints")==0) return;
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/* find active */
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for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
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if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
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free_constraints(&pchan->constraints);
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pchan->constflag= 0;
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}
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}
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DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA); // and all its relations
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allqueue (REDRAWVIEW3D, 0);
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allqueue (REDRAWBUTSOBJECT, 0);
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BIF_undo_push("Remove Constraint(s)");
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}
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