diff --git a/source/blender/editors/armature/pose_transform.c b/source/blender/editors/armature/pose_transform.c index d0faa3dd4f9..030a5b398bb 100644 --- a/source/blender/editors/armature/pose_transform.c +++ b/source/blender/editors/armature/pose_transform.c @@ -223,38 +223,38 @@ void POSE_OT_armature_apply(wmOperatorType *ot) /* set the current pose as the restpose */ static int pose_visual_transform_apply_exec(bContext *C, wmOperator *UNUSED(op)) { - Object *ob = BKE_object_pose_armature_get(CTX_data_active_object(C)); // must be active object, not edit-object + ViewLayer *view_layer = CTX_data_view_layer(C); - /* don't check if editmode (should be done by caller) */ - if (ob->type != OB_ARMATURE) - return OPERATOR_CANCELLED; - - /* loop over all selected pchans - * - * TODO, loop over children before parents if multiple bones - * at once are to be predictable*/ - CTX_DATA_BEGIN(C, bPoseChannel *, pchan, selected_pose_bones) + FOREACH_OBJECT_IN_MODE_BEGIN(view_layer, OB_MODE_POSE, ob) { - float delta_mat[4][4]; + /* loop over all selected pchans + * + * TODO, loop over children before parents if multiple bones + * at once are to be predictable*/ + CTX_DATA_BEGIN(C, bPoseChannel *, pchan, selected_pose_bones) + { + float delta_mat[4][4]; + + /* chan_mat already contains the delta transform from rest pose to pose-mode pose + * as that is baked into there so that B-Bones will work. Once we've set this as the + * new raw-transform components, don't recalc the poses yet, otherwise IK result will + * change, thus changing the result we may be trying to record. + */ + /* XXX For some reason, we can't use pchan->chan_mat here, gives odd rotation/offset (see T38251). + * Using pchan->pose_mat and bringing it back in bone space seems to work as expected! + */ + BKE_armature_mat_pose_to_bone(pchan, pchan->pose_mat, delta_mat); + + BKE_pchan_apply_mat4(pchan, delta_mat, true); + } + CTX_DATA_END; - /* chan_mat already contains the delta transform from rest pose to pose-mode pose - * as that is baked into there so that B-Bones will work. Once we've set this as the - * new raw-transform components, don't recalc the poses yet, otherwise IK result will - * change, thus changing the result we may be trying to record. - */ - /* XXX For some reason, we can't use pchan->chan_mat here, gives odd rotation/offset (see T38251). - * Using pchan->pose_mat and bringing it back in bone space seems to work as expected! - */ - BKE_armature_mat_pose_to_bone(pchan, pchan->pose_mat, delta_mat); - - BKE_pchan_apply_mat4(pchan, delta_mat, true); - } - CTX_DATA_END; - - DEG_id_tag_update(&ob->id, OB_RECALC_DATA); + DEG_id_tag_update(&ob->id, OB_RECALC_DATA); - /* note, notifier might evolve */ - WM_event_add_notifier(C, NC_OBJECT | ND_POSE, ob); + /* note, notifier might evolve */ + WM_event_add_notifier(C, NC_OBJECT | ND_POSE, ob); + } + FOREACH_OBJECT_IN_MODE_END; return OPERATOR_FINISHED; }