Spline IK: Small tweak improving (but not completely solving) the situation for bug #20708
The best workaround for problems with SplineIK applied to a chain of BBones so far is to disable 'Chain Offset'. Hopefully this workaround will soon become irrelevant.
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@@ -2028,11 +2028,9 @@ static void splineik_evaluate_bone(tSplineIK_Tree *tree, Scene *scene, Object *o
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* the shape but be moved elsewhere
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*/
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if (ikData->flag & CONSTRAINT_SPLINEIK_NO_ROOT) {
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VECCOPY(poseMat[3], pchan->pose_head);
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}
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else {
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VECCOPY(poseMat[3], poseHead);
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VECCOPY(poseHead, pchan->pose_head);
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}
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VECCOPY(poseMat[3], poseHead);
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/* finally, store the new transform */
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copy_m4_m4(pchan->pose_mat, poseMat);
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