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)
This commit is contained in:
2005-07-24 11:36:05 +00:00
parent 1d27a7676b
commit 4d273d8d5b
10 changed files with 218 additions and 35 deletions

View File

@@ -6,10 +6,7 @@
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
@@ -23,20 +20,16 @@
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
* Contributor(s): Ton Roosendaal, Blender Foundation '05, full recode.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
* support for animation modes - Reevan McKay
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include <stdlib.h>
#include "MEM_guardedalloc.h"
#include "BLI_arithb.h"
#include "BLI_blenlib.h"
@@ -51,16 +44,19 @@
#include "BKE_action.h"
#include "BKE_armature.h"
#include "BKE_constraint.h"
#include "BKE_global.h"
#include "BKE_depsgraph.h"
#include "BKE_displist.h"
#include "BKE_global.h"
#include "BKE_object.h"
#include "BIF_editconstraint.h"
#include "BIF_gl.h"
#include "BIF_graphics.h"
#include "BIF_interface.h"
#include "BIF_poseobject.h"
#include "BIF_space.h"
#include "BIF_toolbox.h"
#include "BIF_screen.h"
#include "BIF_poseobject.h"
#include "BDR_editobject.h"
@@ -144,13 +140,16 @@ void exit_posemode(void)
scrarea_queue_headredraw(curarea);
}
/* context: active channel */
void pose_special_editmenu(void)
{
Object *ob= OBACT;
bPoseChannel *pchan;
short nr;
/* paranoia checks */
if(!ob && !ob->pose) return;
if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next)
if(pchan->bone->flag & BONE_ACTIVE) break;
@@ -175,4 +174,155 @@ void pose_special_editmenu(void)
}
}
/* context: active channel, optional selected channel */
void pose_add_IK(void)
{
Object *ob= OBACT;
bPoseChannel *pchanact, *pchansel;
bConstraint *con;
short nr;
/* paranoia checks */
if(!ob && !ob->pose) return;
if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
/* find active */
for(pchanact= ob->pose->chanbase.first; pchanact; pchanact= pchanact->next)
if(pchanact->bone->flag & BONE_ACTIVE) break;
if(pchanact==NULL) return;
/* find selected */
for(pchansel= ob->pose->chanbase.first; pchansel; pchansel= pchansel->next) {
if(pchansel!=pchanact)
if(pchansel->bone->flag & BONE_SELECTED) break;
}
for(con= pchanact->constraints.first; con; con= con->next) {
if(con->type==CONSTRAINT_TYPE_KINEMATIC) break;
}
if(con) {
error("Pose Channel already has IK");
return;
}
if(pchansel)
nr= pupmenu("Add IK Constraint%t|To new Empty Object%x1|To selected Bone%x2");
else
nr= pupmenu("Add IK Constraint%t|To new Empty Object%x1");
if(nr<1) return;
/* prevent weird chains... */
if(nr==2) {
bPoseChannel *pchan= pchanact;
while(pchan) {
if(pchan==pchansel) break;
if(pchan->bone->flag & BONE_IK_TOPARENT)
pchan= pchan->parent;
else pchan= NULL;
}
if(pchan) {
error("IK target should not be in the IK chain itself");
return;
}
}
con = add_new_constraint(CONSTRAINT_TYPE_KINEMATIC);
BLI_addtail(&pchanact->constraints, con);
pchanact->constflag |= PCHAN_HAS_IK; // for draw, but also for detecting while pose solving
/* add new empty as target */
if(nr==1) {
Base *base= BASACT;
Object *obt;
obt= add_object(OB_EMPTY);
/* transform cent to global coords for loc */
VecMat4MulVecfl(obt->loc, ob->obmat, pchanact->pose_tail);
set_constraint_target(con, obt, NULL);
/* restore, add_object sets active */
BASACT= base;
base->flag |= SELECT;
}
else if(nr==2) {
set_constraint_target(con, ob, pchansel->name);
}
ob->pose->flag |= POSE_RECALC; // sort pose channels
DAG_scene_sort(G.scene); // sort order of objects
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA); // and all its relations
allqueue (REDRAWVIEW3D, 0);
allqueue (REDRAWBUTSOBJECT, 0);
BIF_undo_push("Add IK constraint");
}
/* context: all selected channels */
void pose_clear_IK(void)
{
Object *ob= OBACT;
bPoseChannel *pchan;
bConstraint *con;
bConstraint *next;
/* paranoia checks */
if(!ob && !ob->pose) return;
if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
if(okee("Remove IK constraint(s)")==0) return;
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
for(con= pchan->constraints.first; con; con= next) {
next= con->next;
if(con->type==CONSTRAINT_TYPE_KINEMATIC) {
BLI_remlink(&pchan->constraints, con);
free_constraint_data(con);
MEM_freeN(con);
}
}
pchan->constflag &= ~PCHAN_HAS_IK;
}
}
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA); // and all its relations
allqueue (REDRAWVIEW3D, 0);
allqueue (REDRAWBUTSOBJECT, 0);
BIF_undo_push("Remove IK constraint(s)");
}
void pose_clear_constraints(void)
{
Object *ob= OBACT;
bPoseChannel *pchan;
/* paranoia checks */
if(!ob && !ob->pose) return;
if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
if(okee("Remove Constraints")==0) return;
/* find active */
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
free_constraints(&pchan->constraints);
pchan->constflag= 0;
}
}
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA); // and all its relations
allqueue (REDRAWVIEW3D, 0);
allqueue (REDRAWBUTSOBJECT, 0);
BIF_undo_push("Remove Constraint(s)");
}