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Data block animation attached to bone offset by bone length #351

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bsupnik opened this issue May 9, 2018 · 1 comment
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Data block animation attached to bone offset by bone length #351

bsupnik opened this issue May 9, 2018 · 1 comment
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@bsupnik
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bsupnik commented May 9, 2018

If an animated data block is attached to a bone, the animated data block's origin is offset by the bone's length.

@bsupnik bsupnik added the Bug label May 9, 2018
@bsupnik bsupnik added this to the v3.4 milestone May 9, 2018
@bsupnik bsupnik self-assigned this May 9, 2018
bsupnik pushed a commit that referenced this issue May 9, 2018
The old exporter would find the pre-animation matrix for DBs by walking
forward from the parent and simulating the parent-child process.  This
simulation was wrong for bones and generally error-prone since it
required us to duplicate a big chunk of opaque Blender code.

The new method walks backward from the datablock pose; since data block
animations are last in Blender's transform algo, this is actually a lot
less work, and more reliable.
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bsupnik commented May 9, 2018

Layer 2 reproduces this bug - layers 1 and 5 show homogenous (all data block or all bone) cases, layer 2 has the problematic bone parent, armature child case. When broken, the child is at the origin and not at the tip of its parent.

armatureTest.blend.zip

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