== Apply Current Pose as New Restpose ==

In PoseMode, the Ctrl-A hotkey can now be used to apply the current pose as the new restpose for the armature. 

Notes:
* Roll correction may not be totally correct on bone chains, but is ok in most cases.
* Objects that are bone parented to the armature where this is applied are not correctly adjusted yet. 
* It is advisable to 'apply' the existing armature deformations to geometry deformed by the armature before applying this, to prevent unexpected results.
* No menu entry yet... will add in due course.
This commit is contained in:
Joshua Leung 2008-08-28 12:22:55 +00:00
parent 9f89f4cf34
commit 9f10007bfb
4 changed files with 103 additions and 7 deletions

@ -91,6 +91,7 @@ void free_editArmature(void);
int join_armature(void);
void separate_armature(void);
void apply_armature_pose2bones(void);
void load_editArmature(void);
void make_bone_parent(void);

@ -439,6 +439,90 @@ void docenter_armature (Object *ob, int centermode)
}
}
/* helper for apply_armature_pose2bones - fixes parenting of objects that are bone-parented to armature */
static void applyarmature_fix_boneparents (Object *ob)
{
}
/* set the current pose as the restpose */
void apply_armature_pose2bones(void)
{
Object *ob;
bArmature *arm;
bPose *pose;
bPoseChannel *pchan;
EditBone *curbone;
/* don't check if editmode (should be done by caller) */
ob= OBACT;
if (ob->type!=OB_ARMATURE) return;
if (object_data_is_libdata(ob)) {
error_libdata();
return;
}
arm= get_armature(ob);
/* Get editbones of active armature to alter */
if (G.edbo.first) BLI_freelistN(&G.edbo);
make_boneList(&G.edbo, &arm->bonebase, NULL);
/* get pose of active object and move it out of posemode */
pose= ob->pose;
for (pchan=pose->chanbase.first; pchan; pchan=pchan->next) {
curbone= editbone_name_exists(&G.edbo, pchan->name);
/* simply copy the head/tail values from pchan over to curbone */
VECCOPY(curbone->head, pchan->pose_head);
VECCOPY(curbone->tail, pchan->pose_tail);
/* fix roll:
* 1. find auto-calculated roll value for this bone now
* 2. remove this from the 'visual' y-rotation
*/
{
float premat[3][3], imat[3][3],pmat[3][3], tmat[3][3];
float delta[3], eul[3];
/* obtain new auto-yrotation */
VecSubf(delta, curbone->tail, curbone->head);
vec_roll_to_mat3(delta, curbone->roll, premat);
Mat3Inv(imat, premat);
/* get pchan 'visual' matrix */
Mat3CpyMat4(pmat, pchan->pose_mat);
/* remove auto from visual and get euler rotation */
Mat3MulMat3(tmat, imat, pmat);
Mat3ToEul(tmat, eul);
/* just use this euler-y as new roll value */
curbone->roll= eul[1];
}
/* clear transform values for pchan */
pchan->loc[0]= pchan->loc[1]= pchan->loc[2]= 0;
pchan->size[0]= pchan->size[1]= pchan->size[2]= 1;
pchan->quat[1]= pchan->quat[2]= pchan->quat[3]= 0;
pchan->quat[0]= 1;
}
/* convert editbones back to bones */
editbones_to_armature(&G.edbo, ob);
if (G.edbo.first) BLI_freelistN(&G.edbo);
/* flush positions of posebones */
where_is_pose(ob);
/* fix parenting of objects which are bone-parented */
applyarmature_fix_boneparents(ob);
BIF_undo_push("Apply new restpose");
allqueue(REDRAWVIEW3D, 0);
}
/* Helper function for armature joining - link fixing */
static void joined_armature_fix_links(Object *tarArm, Object *srcArm, bPoseChannel *pchan, EditBone *curbone)
{

@ -4130,15 +4130,26 @@ void apply_object( void )
}
allqueue(REDRAWVIEW3D, 0);
} else {
}
else {
ob= OBACT;
evt = pupmenu("Apply Object%t|Scale and Rotation to ObData|Visual Transform to Objects Loc/Scale/Rot");
if ((ob->pose) && (ob->flag & OB_POSEMODE))
evt = pupmenu("Apply Object%t|Current Pose as RestPose%x3");
else
evt = pupmenu("Apply Object%t|Scale and Rotation to ObData%x1|Visual Transform to Objects Loc/Scale/Rot%x2");
if (evt==-1) return;
if (evt==1) {
apply_objects_locrot();
} else if (evt==2) {
apply_objects_visual_tx();
switch (evt) {
case 1:
apply_objects_locrot();
break;
case 2:
apply_objects_visual_tx();
break;
case 3:
apply_armature_pose2bones();
break;
}
}
}

@ -1966,7 +1966,7 @@ static void winqreadview3dspace(ScrArea *sa, void *spacedata, BWinEvent *evt)
G.vd->drawtype= pupval;
doredraw= 1;
}
}
}
break;
case EKEY: