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authorJoshua Leung <aligorith@gmail.com>2016-05-17 18:19:06 +0300
committerJoshua Leung <aligorith@gmail.com>2016-05-17 18:19:06 +0300
commit49aeee5a3dfa9fc0ae29e99f7c5c0cc0124e560e (patch)
tree49ace019e0509cd188f24d11c8f799ab676f6bbd /source/blender/blenkernel/BKE_action.h
parent29a17d54da1f4b85a59487e032165bb44dc1b065 (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 'source/blender/blenkernel/BKE_action.h')
-rw-r--r--source/blender/blenkernel/BKE_action.h9
1 files changed, 6 insertions, 3 deletions
diff --git a/source/blender/blenkernel/BKE_action.h b/source/blender/blenkernel/BKE_action.h
index c164cd542f3..cb282b46bec 100644
--- a/source/blender/blenkernel/BKE_action.h
+++ b/source/blender/blenkernel/BKE_action.h
@@ -79,12 +79,15 @@ typedef enum eAction_TransformFlags {
ACT_TRANS_ROT = (1 << 1),
/* scaling */
ACT_TRANS_SCALE = (1 << 2),
-
+
+ /* bbone shape - for all the parameters, provided one is set */
+ ACT_TRANS_BBONE = (1 << 3),
+
/* strictly not a transform, but custom properties are also
* quite often used in modern rigs
*/
- ACT_TRANS_PROP = (1 << 3),
-
+ ACT_TRANS_PROP = (1 << 4),
+
/* all flags */
ACT_TRANS_ONLY = (ACT_TRANS_LOC | ACT_TRANS_ROT | ACT_TRANS_SCALE),
ACT_TRANS_ALL = (ACT_TRANS_ONLY | ACT_TRANS_PROP)