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author | Martin Poirier <theeth@yahoo.com> | 2008-11-29 23:37:10 +0300 |
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committer | Martin Poirier <theeth@yahoo.com> | 2008-11-29 23:37:10 +0300 |
commit | e2fb12ea18b4be8159fa14252af537d7dc01f585 (patch) | |
tree | c5eea0fac47da7b36c725c61bb87ca58b221803e /intern/boolop | |
parent | d467158158b92ac9e92482db00ee51b2c16597f3 (diff) |
Step 3/3, merging subdivision/bone creation methods using iterators
This also adds a special Embedding option called "Peel Objects". This option makes the embedding snap consider objects as whole, taking the first and last hit of each of them to calculate the embedding point (instead of peeling with first/second, third/fourth and so on). This option is useful if you have mecanical pieces with lots of details (as single objects) and want to put bones in the middle (think of adding bones to a mecha, for example).
Diffstat (limited to 'intern/boolop')
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