New: Armature editmode/posemode now react correctly to HOME or Numpad-DOT
for viewing all or only selection nicely centered. Fix: Poses without NLA or Action were reset to restposition on file read or exit editmode.
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@@ -511,11 +511,11 @@ void do_all_actions(Object *ob)
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/* Do local action (always overrides the nla actions) */
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extract_pose_from_action (ob->pose, ob->action, bsystem_time(ob, 0, (float) G.scene->r.cfra, 0.0));
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}
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else {
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else if(ob->nlastrips.first) {
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doit=0;
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copy_pose(&tpose, ob->pose, 1);
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rest_pose(ob->pose, 1);
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rest_pose(ob->pose, 1); // potentially destroying current not-keyed pose
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for (strip=ob->nlastrips.first; strip; strip=strip->next){
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doit = 0;
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@@ -1721,7 +1721,20 @@ void minmax_object(Object *ob, float *min, float *max)
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DO_MINMAX(bb.vec[a], min, max);
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}
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break;
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case OB_ARMATURE:
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if(ob->pose) {
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bPoseChannel *pchan;
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for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
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VECCOPY(vec, pchan->pose_head);
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Mat4MulVecfl(ob->obmat, vec);
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DO_MINMAX(vec, min, max);
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VECCOPY(vec, pchan->pose_tail);
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Mat4MulVecfl(ob->obmat, vec);
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DO_MINMAX(vec, min, max);
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}
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break;
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}
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/* no break, get_mesh will give NULL and it passes on to default */
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case OB_MESH:
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me= get_mesh(ob);
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@@ -50,14 +50,16 @@
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#include "BLI_blenlib.h"
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#include "BLI_arithb.h"
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#include "DNA_action_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_lamp_types.h"
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#include "DNA_object_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_space_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_lamp_types.h"
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#include "DNA_userdef_types.h"
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#include "DNA_view3d_types.h"
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#include "BKE_utildefines.h"
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#include "BKE_object.h"
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@@ -1081,11 +1083,26 @@ void centreview() /* like a localview without local! */
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max[0]= max[1]= max[2]= -1.0e10;
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if(G.obedit) {
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minmax_verts(min, max);
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//minmax_object(G.obedit, min, max);
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minmax_verts(min, max); // ony selected
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ok= 1;
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}
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else if(G.obpose) {
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if(G.obpose->pose) {
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bPoseChannel *pchan;
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float vec[3];
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for(pchan= G.obpose->pose->chanbase.first; pchan; pchan= pchan->next) {
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if(pchan->bone->flag & BONE_SELECTED) {
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ok= 1;
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VECCOPY(vec, pchan->pose_head);
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Mat4MulVecfl(G.obpose->obmat, vec);
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DO_MINMAX(vec, min, max);
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VECCOPY(vec, pchan->pose_tail);
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Mat4MulVecfl(G.obpose->obmat, vec);
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DO_MINMAX(vec, min, max);
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}
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}
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}
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}
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else if (G.f & G_FACESELECT) {
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minmax_tface(min, max);
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ok= 1;
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