Patch #7722: no 'Auto IK' for solitary (unconnected) bone

'Auto IK' is a great feature, however when solitary unconnected bone (without connected child bones) is grabbed it can't be moved because of IK. This can be really annoying. Preventing 'Auto IK' for solitary bones would improve user-experience by making mixing of FK and IK  more convenient while using 'Auto IK'.

Patch by Teppo Kansala (teppoka).
This commit is contained in:
Joshua Leung
2007-11-08 08:27:21 +00:00
parent 3f6d993dce
commit 45f72036a5

View File

@@ -765,6 +765,7 @@ static void pose_grab_with_ik(Object *ob)
{
bArmature *arm;
bPoseChannel *pchan, *pchansel= NULL;
Bone *bonec;
if(ob==NULL || ob->pose==NULL || (ob->flag & OB_POSEMODE)==0)
return;
@@ -782,6 +783,14 @@ static void pose_grab_with_ik(Object *ob)
}
}
if(pchan || pchansel==NULL) return;
/* rule: no IK for solitary (unconnected) bone */
for(bonec=pchansel->bone->childbase.first; bonec; bonec=bonec->next) {
if(bonec->flag & BONE_CONNECTED) {
break;
}
}
if ((pchansel->bone->flag & BONE_CONNECTED)==0 && (bonec == NULL)) return;
/* rule: if selected Bone is not a root bone, it gets a temporal IK */
if(pchansel->parent) {
@@ -3240,3 +3249,4 @@ void createTransData(TransInfo *t)
G.scene->recalc |= SCE_PRV_CHANGED; /* test for 3d preview */
}