forked from bartvdbraak/blender
Removed ancient (2.1) feature for Constraints... a highly undocumented and
unpredictable one! This is what it did; if two or more Constraints are of the same type, it accumulates the Target positions/rotations for the constraints, averages them, and then only applies the last Constraint in the row. It seems to be a trick to blend IK Constraints or so... in all other cases I cannot find a good use for it (nor did Bassam). For example; add three Empties, and make one Empty to have 2 location constraints to the other two. This just didn't work, unless you insert an "Empty" constraint inbetween. I will post in the blender.org animation forum feedback for it too. :) Its quite easy to make it an option, but I first like to grasp fully what the actual use of such an option is.
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@ -1574,9 +1574,11 @@ void solve_constraints (Object *ob, short obtype, void *obdata, float ctime)
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aquat[0]+=(quat[0])*enf;
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Mat4CpyMat4(lastmat, focusmat);
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/* removed for now, probably becomes option? (ton) */
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/* If the next constraint is not the same type (or there isn't one),
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* then evaluate the accumulator & request a clear */
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if ((!con->next)||(con->next && con->next->type!=con->type)) {
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if (TRUE) { //(!con->next)||(con->next && con->next->type!=con->type)) {
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clear= 1;
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Mat4CpyMat4(oldmat, ob->obmat);
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