diff options
author | Ton Roosendaal <ton@blender.org> | 2005-11-16 01:39:20 +0300 |
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committer | Ton Roosendaal <ton@blender.org> | 2005-11-16 01:39:20 +0300 |
commit | b474f95c84a91399ec28ebaaf05bbde88aa73c69 (patch) | |
tree | b6aeae105d2573cb8ac7e89fc86724daede91dbe /source/blender/blenkernel/BKE_action.h | |
parent | a8df21833545d43128a0f56a03042294fbc77c85 (diff) |
Revision of NLA stride option.
Previously, using the "Stride Bone" tried to get that Bone motionless on
the path by correcting the internal time of the Action. This however caused
too many problems, especially with irregular walks.
The new system also tries to keep the Stride Bone motionless, but this by
moving the entire armature, and not changing the timing of the Action.
Give much nicer results. :)
To make editing Strides easier, I've added a new option in the NLA
panel to disable the path. This way you can quickly switch to editing the
action itself (keying the stride bone) and viewing the result.
Diffstat (limited to 'source/blender/blenkernel/BKE_action.h')
-rw-r--r-- | source/blender/blenkernel/BKE_action.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenkernel/BKE_action.h b/source/blender/blenkernel/BKE_action.h index 996b033f3e9..b6e0aded1b8 100644 --- a/source/blender/blenkernel/BKE_action.h +++ b/source/blender/blenkernel/BKE_action.h @@ -133,7 +133,7 @@ struct bActionChannel *get_action_channel(struct bAction *act, const char *name struct bActionChannel *verify_action_channel(struct bAction *act, const char *name); /* exported for game engine */ -void blend_poses(struct bPose *dst, const struct bPose *src, float srcweight, short mode); +void blend_poses(struct bPose *dst, struct bPose *src, float srcweight, short mode); void extract_pose_from_pose(struct bPose *pose, const struct bPose *src); /* map global time (frame nr) to strip converted time, doesn't clip */ |