diff options
author | Joshua Leung <aligorith@gmail.com> | 2016-05-17 18:19:06 +0300 |
---|---|---|
committer | Joshua Leung <aligorith@gmail.com> | 2016-05-17 18:19:06 +0300 |
commit | 49aeee5a3dfa9fc0ae29e99f7c5c0cc0124e560e (patch) | |
tree | 49ace019e0509cd188f24d11c8f799ab676f6bbd /release/scripts/startup/bl_ui/properties_constraint.py | |
parent | 29a17d54da1f4b85a59487e032165bb44dc1b065 (diff) |
Bendy Bones: Advanced B-Bones for Easier + Simple Rigging
This commit/patch/branch brings a bunch of powerful new options for B-Bones and
for working with B-Bones, making it easier for animators to create their own
rigs, using fewer bones (which also means hopefully lighter + faster rigs ;)
This functionality was first demoed by Daniel at BConf15
Some highlights from this patch include:
* You can now directly control the shape of B-Bones using a series of properties
instead of being restricted to trying to indirectly control them through the
neighbouring bones. See the "Bendy Bones" panel...
* B-Bones can be shaped in EditMode to define a "curved rest pose" for the bone.
This is useful for things like eyebrows and mouths/eyelids
* You can now make B-Bones use custom bones as their reference bone handles,
instead of only using the parent/child bones. To do so, enable the
"Use Custom Reference Handles" toggle. If none are specified, then the BBone will
only use the Bendy Bone properties.
* Constraints Head/Tail option can now slide along the B-Bone shape, instead of
just linearly interpolating between the endpoints of the bone.
For more details, see:
* http://aligorith.blogspot.co.nz/2016/05/bendy-bones-dev-update.html
* http://aligorith.blogspot.co.nz/2016/05/an-in-depth-look-at-how-b-bones-work.html
-- Credits --
Original Idea: Daniel M Lara (pepeland)
Original Patch/Research: Jose Molina
Additional Development + Polish: Joshua Leung (aligorith)
Testing/Feedback: Daniel M Lara (pepeland), Juan Pablo Bouza (jpbouza)
Diffstat (limited to 'release/scripts/startup/bl_ui/properties_constraint.py')
-rw-r--r-- | release/scripts/startup/bl_ui/properties_constraint.py | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/release/scripts/startup/bl_ui/properties_constraint.py b/release/scripts/startup/bl_ui/properties_constraint.py index ef0fc9c7c9f..4ca2f773dcc 100644 --- a/release/scripts/startup/bl_ui/properties_constraint.py +++ b/release/scripts/startup/bl_ui/properties_constraint.py @@ -65,9 +65,10 @@ class ConstraintButtonsPanel: layout.prop_search(con, "subtarget", con.target.data, "bones", text="Bone") if hasattr(con, "head_tail"): - row = layout.row() + row = layout.row(align=True) row.label(text="Head/Tail:") row.prop(con, "head_tail", text="") + row.prop(con, "use_bbone_shape", text="", icon='IPO_BEZIER') # XXX icon, and only when bone has segments? elif con.target.type in {'MESH', 'LATTICE'}: layout.prop_search(con, "subtarget", con.target, "vertex_groups", text="Vertex Group") |