== Bone Roll - Align to Cursor ==

In this commit, a new way to set the bone roll is introduced. It aligns the z-axis of the selected bone(s) to the 3D-Cursor, so that the cursor intersects with the YZ plane. 

This makes it easier to align bone rolls to a target, for use in rigs where arms/legs are not horizontal/vertical. To use this, just press Ctrl N, and choose the "Align Z-Axis to 3D-Cursor" option.

Credits go to Robert Christian (wavez) for providing the method as a working BPy script, that demonstrated this in action.
This commit is contained in:
2007-08-03 11:16:12 +00:00
parent 834e64e0e6
commit fa5b4954a2
5 changed files with 110 additions and 41 deletions

View File

@@ -108,7 +108,7 @@ void selectconnected_posearmature(void);
void select_bone_parent(void); void select_bone_parent(void);
void unique_editbone_name (struct ListBase *ebones, char *name); void unique_editbone_name (struct ListBase *ebones, char *name);
void auto_align_armature(void); void auto_align_armature(short mode);
void create_vgroups_from_armature(Object *ob, Object *par); void create_vgroups_from_armature(Object *ob, Object *par);
void hide_selected_pose_bones(void); void hide_selected_pose_bones(void);

View File

@@ -1866,7 +1866,6 @@ static void validate_bonebutton_cb(void *bonev, void *namev)
} }
} }
static void v3d_posearmature_buts(uiBlock *block, Object *ob, float lim) static void v3d_posearmature_buts(uiBlock *block, Object *ob, float lim)
{ {
uiBut *but; uiBut *but;
@@ -1954,10 +1953,10 @@ static void v3d_editarmature_buts(uiBlock *block, Object *ob, float lim)
uiDefButF(block, NUM, B_ARMATUREPANEL1, "TipY:", 160, 50, 140, 19, ebone->tail+1, -lim, lim, 10, 3, ""); uiDefButF(block, NUM, B_ARMATUREPANEL1, "TipY:", 160, 50, 140, 19, ebone->tail+1, -lim, lim, 10, 3, "");
uiDefButF(block, NUM, B_ARMATUREPANEL1, "TipZ:", 160, 30, 140, 19, ebone->tail+2, -lim, lim, 10, 3, ""); uiDefButF(block, NUM, B_ARMATUREPANEL1, "TipZ:", 160, 30, 140, 19, ebone->tail+2, -lim, lim, 10, 3, "");
uiBlockEndAlign(block); uiBlockEndAlign(block);
tfp->ob_eul[0]= 180.0*ebone->roll/M_PI; tfp->ob_eul[0]= 180.0*ebone->roll/M_PI;
uiDefButF(block, NUM, B_ARMATUREPANEL1, "Roll:", 10, 100, 140, 19, tfp->ob_eul, -lim, lim, 1000, 3, ""); uiDefButF(block, NUM, B_ARMATUREPANEL1, "Roll:", 10, 100, 140, 19, tfp->ob_eul, -lim, lim, 1000, 3, "");
uiBlockBeginAlign(block); uiBlockBeginAlign(block);
uiDefButF(block, NUM, B_ARMATUREPANEL1, "TipRadius:", 10, 150, 140, 19, &ebone->rad_tail, 0, lim, 10, 3, ""); uiDefButF(block, NUM, B_ARMATUREPANEL1, "TipRadius:", 10, 150, 140, 19, &ebone->rad_tail, 0, lim, 10, 3, "");
if (ebone->parent && ebone->flag & BONE_CONNECTED ) if (ebone->parent && ebone->flag & BONE_CONNECTED )

View File

@@ -1269,19 +1269,61 @@ void deselectall_armature(int toggle, int doundo)
} }
} }
void auto_align_armature(void) /* Sets the roll value of selected bones, depending on the mode
/* Sets the roll value of selected bones so that their zaxes point upwards */ * mode == 0: their z-axes point upwards
* mode == 1: their z-axes point towards 3d-cursor
*/
void auto_align_armature(short mode)
{ {
bArmature *arm= G.obedit->data; bArmature *arm= G.obedit->data;
EditBone *ebone; EditBone *ebone;
float xaxis[3]={1.0, 0.0, 0.0}, yaxis[3], zaxis[3]={0.0, 0.0, 1.0};
float targetmat[3][3], imat[3][3];
float curmat[3][3], diffmat[3][3];
float delta[3]; float delta[3];
float curmat[3][3];
float *cursor= give_cursor();
for (ebone = G.edbo.first; ebone; ebone=ebone->next) { for (ebone = G.edbo.first; ebone; ebone=ebone->next) {
if(arm->layer & ebone->layer) { if(arm->layer & ebone->layer) {
if (ebone->flag & BONE_SELECTED) { if (ebone->flag & BONE_SELECTED) {
/* specific method used to calculate roll depends on mode */
if (mode == 1) {
/* Z-Axis point towards cursor */
float mat[4][4], tmat[4][4], imat[4][4];
float rmat[4][4], rot[3];
float vec[3];
/* find the current bone matrix as a 4x4 matrix (in Armature Space) */
VecSubf(delta, ebone->tail, ebone->head);
vec_roll_to_mat3(delta, ebone->roll, curmat);
Mat4CpyMat3(mat, curmat);
VECCOPY(mat[3], ebone->head);
/* multiply bone-matrix by object matrix (so that bone-matrix is in WorldSpace) */
Mat4MulMat4(tmat, mat, G.obedit->obmat);
Mat4Invert(imat, tmat);
/* find position of cursor relative to bone */
VecMat4MulVecfl(vec, imat, cursor);
/* check that cursor is in usable position */
if ((IS_EQ(vec[0], 0)==0) && (IS_EQ(vec[2], 0)==0)) {
/* Compute a rotation matrix around y */
rot[1] = atan2(vec[0], vec[2]);
rot[0] = rot[2] = 0.0f;
EulToMat4(rot, rmat);
/* Multiply the bone matrix by rotation matrix. This should be new bone-matrix */
Mat4MulMat4(tmat, rmat, mat);
Mat3CpyMat4(curmat, tmat);
/* Now convert from new bone-matrix, back to a roll value (in radians) */
mat3_to_vec_roll(curmat, delta, &ebone->roll);
}
}
else {
/* Z-Axis Point Up */
float xaxis[3]={1.0, 0.0, 0.0}, yaxis[3], zaxis[3]={0.0, 0.0, 1.0};
float targetmat[3][3], imat[3][3], diffmat[3][3];
/* Find the current bone matrix */ /* Find the current bone matrix */
VecSubf(delta, ebone->tail, ebone->head); VecSubf(delta, ebone->tail, ebone->head);
vec_roll_to_mat3(delta, 0.0, curmat); vec_roll_to_mat3(delta, 0.0, curmat);
@@ -1304,6 +1346,7 @@ void auto_align_armature(void)
} }
} }
} }
}
/* **************** undo for armatures ************** */ /* **************** undo for armatures ************** */

View File

@@ -3633,6 +3633,39 @@ static uiBlock *view3d_edit_armature_parentmenu(void *arg_unused)
return block; return block;
} }
void do_view3d_edit_armature_rollmenu(void *arg, int event)
{
if (event == 1 || event == 2)
/* set roll based on aligning z-axis */
auto_align_armature(event);
else if (event == 3) {
/* interactively set bone roll */
initTransform(TFM_BONE_ROLL, CTX_NONE);
Transform();
}
allqueue(REDRAWVIEW3D, 0);
}
static uiBlock *view3d_edit_armature_rollmenu(void *arg_unused)
{
uiBlock *block;
short yco = 20, menuwidth = 120;
block= uiNewBlock(&curarea->uiblocks, "view3d_edit_armature_rollmenu", UI_EMBOSSP, UI_HELV, G.curscreen->mainwin);
uiBlockSetButmFunc(block, do_view3d_edit_armature_rollmenu, NULL);
uiDefIconTextBut(block, BUTM, 1, ICON_BLANK1, "Clear Roll (Z-Axis Up)|Ctrl N, 1", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, 1, "");
uiDefIconTextBut(block, BUTM, 1, ICON_BLANK1, "Roll to Cursor|Ctrl N, 2", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, 2, "");
uiDefBut(block, SEPR, 0, "", 0, yco-=6, menuwidth, 6, NULL, 0.0, 0.0, 0, 0, "");
uiDefIconTextBut(block, BUTM, 1, ICON_BLANK1, "Set Roll|Ctrl R", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, 3, "");
uiBlockSetDirection(block, UI_RIGHT);
uiTextBoundsBlock(block, 60);
return block;
}
static void do_view3d_edit_armaturemenu(void *arg, int event) static void do_view3d_edit_armaturemenu(void *arg, int event)
{ {
switch(event) { switch(event) {
@@ -3662,18 +3695,12 @@ static void do_view3d_edit_armaturemenu(void *arg, int event)
case 10: /* forked! */ case 10: /* forked! */
extrude_armature(1); extrude_armature(1);
break; break;
case 11: /* clear roll */
auto_align_armature();
break;
case 12: /* subdivide */ case 12: /* subdivide */
subdivide_armature(); subdivide_armature();
break; break;
case 13: /* flip left and right names */ case 13: /* flip left and right names */
armature_flip_names(); armature_flip_names();
break; break;
case 14: /* interactively set bone roll */
initTransform(TFM_BONE_ROLL, CTX_NONE);
Transform();
} }
allqueue(REDRAWVIEW3D, 0); allqueue(REDRAWVIEW3D, 0);
} }
@@ -3729,8 +3756,7 @@ static uiBlock *view3d_edit_armaturemenu(void *arg_unused)
uiDefIconTextBlockBut(block, view3d_transformmenu, NULL, ICON_RIGHTARROW_THIN, "Transform", 0, yco-=20, 120, 19, ""); uiDefIconTextBlockBut(block, view3d_transformmenu, NULL, ICON_RIGHTARROW_THIN, "Transform", 0, yco-=20, 120, 19, "");
uiDefIconTextBlockBut(block, view3d_edit_mirrormenu, NULL, ICON_RIGHTARROW_THIN, "Mirror", 0, yco-=20, menuwidth, 19, ""); uiDefIconTextBlockBut(block, view3d_edit_mirrormenu, NULL, ICON_RIGHTARROW_THIN, "Mirror", 0, yco-=20, menuwidth, 19, "");
uiDefIconTextBlockBut(block, view3d_edit_snapmenu, NULL, ICON_RIGHTARROW_THIN, "Snap", 0, yco-=20, 120, 19, ""); uiDefIconTextBlockBut(block, view3d_edit_snapmenu, NULL, ICON_RIGHTARROW_THIN, "Snap", 0, yco-=20, 120, 19, "");
uiDefIconTextBut(block, BUTM, 1, ICON_BLANK1, "Set Bone Roll Angle|Ctrl R", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, 14, ""); uiDefIconTextBlockBut(block, view3d_edit_armature_rollmenu, NULL, ICON_RIGHTARROW_THIN, "Bone Roll", 0, yco-=20, 120, 19, "");
uiDefIconTextBut(block, BUTM, 1, ICON_BLANK1, "Clear Bone Roll Angle|Ctrl N", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, 11, "");
uiDefBut(block, SEPR, 0, "", 0, yco-=6, menuwidth, 6, NULL, 0.0, 0.0, 0, 0, ""); uiDefBut(block, SEPR, 0, "", 0, yco-=6, menuwidth, 6, NULL, 0.0, 0.0, 0, 0, "");

View File

@@ -2081,8 +2081,9 @@ static void winqreadview3dspace(ScrArea *sa, void *spacedata, BWinEvent *evt)
switch (G.obedit->type){ switch (G.obedit->type){
case OB_ARMATURE: case OB_ARMATURE:
if(G.qual==LR_CTRLKEY) { if(G.qual==LR_CTRLKEY) {
if (okee("Recalculate bone roll angles")) { pupval= pupmenu("Recalculate Bone Roll Angles%t|Clear Roll (Z-Axis Up) %x1|Align Z-Axis to 3D-Cursor %x2");
auto_align_armature(); if (pupval > 0) {
auto_align_armature(pupval - 1);
allqueue(REDRAWVIEW3D, 0); allqueue(REDRAWVIEW3D, 0);
} }
} }