Vertex parents were not requesting the original index layer, now do this as
part of depsgraph building, and make constraints with vertex groups use the
same system. Fix is based on patch by Campbell, but with some changes.
[#25725] Transform bone constraint & 'local with parent' as owners
space
[#26014] ChildOf Bone Constrain (influence) works in wrong workspace
Moved the influence calculation stuff outside of the space conversions
(i.e. so that it is done in worldspace only) fixes these problems,
which seem to arise when a constraint doesn't work in worldspace AND
doesn't need to apply inverse correct for this space conversion when
it's done, hence resulting in mismatch between spaces for old and new
matrices resulting in all the weird behaviour.
Patch to fix this from Jahka. Cheers!
From the tracker:::
Issues fixed:
- ConeTwist-constraint's params weren't making it to the CcdPhysicsEnvironment, also added Hinge's params.
- UI wasn't using angles where applicable.
- btHingeConstraint's constructor can create frame-matrices which don't align so the hinge doesn's start at 0 degree tilt.
This is an issue when setting limits.
Changes:
- UI: Hinge limits can be set (and disabled).
- UI: ConeTwist only has max-limits and only the twistX can be disabled
- PyApi via rna_constraint.c: added the functions limit_xyz_min, limit_xyz_max (for 6dof), limit_angle_xyz_min,
limit_angle_xyz_max (for 6dof), limit_angle_x_min, limit_angle_x_max (for hinge).
- PyApi: dropped python-function limit_cone_min.
.:. Extra:
UI Changes:
- renamed "RigidBody Joint" to "Rigid Boidy Joint"
- reorganized UI to conform with other parameters (e.g. Limit Rot)
- added dis/active all over the place :)
- use NULL rather then 0 where possible (makes code & function calls more readable IMHO).
- set static variables and functions (exposed some unused vars/funcs).
- use func(void) rather then func() for definitions.
mode with drivers
ChildOf constraints added using the PoseBone.constraints.new() method
via Python scripts instead of using the operator (this latter method
is still the preferred/recommended method) were not getting some
critical flags set, causing errors arising from space conversions
being performed more than once.
- Bugfix #25937
Child-of constraint now behaves like regular parent-child
relationship when all options are set. This prevents the
errors that can happen when decomposing non-uniform matrices.
- Todo item
The area corner hotspots for splitting/merging were far too
narrow. Now it uses a circular distance to detect whether
the hotspot is active. Also cleaned up drawing code for it.
For Constraints, there's now a working "Local" Space for Objects
without parents. This is defined as relative to the object's rotated
set of axes which results from rotation that gets set via "rotation"
transform properties.
I'm not sure whether this different behaviour between parented and
unparented objects will be too confusing (and thus require separate
settings + a round of version patching), so I'll wait until we get
proper testing from experienced riggers first.
Child-of constraint issue: on adding, it wasn't checking owner
correctly for Bones, resulting in a constraint working in wrong
space; it looked as if transform was applied double when moving
the object. Only adding via Py API went wrong btw.
Also found a silly check for drawing constraints, which caused
constraint initialization to happen for every object on every
redraw!
Implementation note: con->flag CONSTRAINT_SPACEONCE was only used
for child-of constraints in Bones, so I've patched it on file
reading to always set the flag. Marked with XXX, so it can be
removed one day. Now at least things get corrected well for
imported armatures.
loop and increasing memory usage.
Modifiers should never call mesh_get_derived_final or similar, only
use ob->derivedFinal if it exists, if the dependencies are set correct
and there are no cycles, it will be there.
- pep8 script was giving an error on non utf8 scons source files.
- use PyList_SET_ITEM macro when list type is ensured.
- all mathutils types use subtypes to create new types when available.
- use defines MAT3_UNITY, MAT4_UNITY to initialize unit matrices.
- no rotation resulted in NAN location.
- subtraction of pivot done in wrong order made the constraint give odd results when rotating on more then 1 axis.
- use sizeof() in more places.
- fixed some off by 1 bugs copying strings. setting curve font family for instance was 1 char too short.
- replace strncpy and strcpy with BLI_strncpy
mat4_to_eul & mat3_to_eul are already working this way.
Without this we get problems with constraints, eg:
rotation on the Y axis over 90d can be represented by setting the X and Z to -PI, Y would decrease to 0 (infact 180d).
- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating).
- mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
- some remove() functions took an int argument rather then the item to remove.
- disallow None argument.
- raise an error if the item isnt in the collection.
1) Fixed some weird formatting introduced during math-lib cleanups, and some other inconsistencies
2) Optimised the Maintain Volume constraint by taking the value calculations out
Copy All Constraints Operators:
* Added one for bones too
* These are now included in the menus
* Removed some weird/extra code copying/changing/bleh the actcol/totcol stuff...
This constraint allows an object or bone to have their rotations applied as if their origin/pivot-point was located elsewhere. The most obvious uses include foot-roll, see-saws, but could also include more complicated rolling-box examples.
== Usage Examples ==
=== Foot Roll ===
1. Add 'Pivot' Constraint to the bone without any target.
2. Set the 'Y' value of the offset to the length of the bone. Usually this should be negative (if you rig with feet facing 'forwards' along -Y axis). This gives you a pivot point relative to the bone's (preconstraint) location, which should be at the tip of the bone here. Disabling the 'Use Relative Offset' would make this offset be relative to 0,0,0 instead of to the owner/bone-head.
3. Ensure that the 'Pivot When' setting is set to '-X Rot', (default) which means that the pivot will only used when the rotation on the X-Axis is negative to get tip-toe 'roll'.
=== See Saw ===
1. Add a 'Pivot' constraint too see-saw plank object, this time with a target that you wish to have as the pivot-point. It's possible to do this without too (as before), but is less intuitive.
2. Optionally, if you want the plank slightly raised, set the z-offset value, which should make the pivot-point used to be relative to the target with the z-offset applied.
3. Ensure that 'Pivot When' is set to 'Always', which means that the pivot will always be used, irrespective of the rotation.
== Notes ==
* The 'Pivot When' setting has been integrated in the constraint, since this is something that will often be required for these setups. Having to set up additional drivers to drive the constraint to do this kindof beats the purpose of providing this.
* The 'Offset' functionality is probably not presented as clearly as it could be. We may need to go over this again.
* For foot-roll - if any scaling of the foot is required, simply set up a driver on the y-offset to make this dynamically respond to the "scale" RNA property of the bones (don't use the "Transform Channel" vartype since that won't work correct here). However, this shouldn't be common enough to warrant special treatment.
* Removed some un-needed armature code stubs
* Manually copying over the values of constraints in the constraint copy() callbacks should NOT be needed. Removed this from the Spline IK constraint. The manual process is only a hacky aspect of the modifier stack only!