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authorTon Roosendaal <ton@blender.org>2005-08-15 18:02:03 +0400
committerTon Roosendaal <ton@blender.org>2005-08-15 18:02:03 +0400
commit1dcec68ab4a70f6ac6bbf6c6a980fed484afffa8 (patch)
treed7a4a9ddefbb266affe80667d640bae119661d0d /source/blender/blenkernel/BKE_armature.h
parent2abd79b491c024eee8ad460815486fc051aefbf4 (diff)
EditMode armature: mirrored editing feature.
- Option is in EditButtons, Armature panel. - Currently only local X-axis mirror (seems to be default anyway) - Transform then applies changes to the mirrored-name bone as well. - Extrude: also does the counterpart Bone - New: SHIFT+E extrude: extrudes 2 mirrored Bones out of a normal Bone. (creating names by appening _L and _R) Or in short: you can now model a full rig without any manual naming! Of course the names are not too nice... a couple of ideas to explore; - rename a mirrored bone renames counterpart too - allow in weightpaint mode to select Bones - and of course mirrored edit in PoseMode (if that's useful...) Important note: I tweaked the naming convention a bit; names like Bone_L.005 and Bone_R.005 are considered counterparts. However, if you use the "Flip names" option, the number extension is still truncated. BTW: Commits in Zr's code are fixes for gcc warnings. :)
Diffstat (limited to 'source/blender/blenkernel/BKE_armature.h')
-rw-r--r--source/blender/blenkernel/BKE_armature.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenkernel/BKE_armature.h b/source/blender/blenkernel/BKE_armature.h
index 354b065773c..7196a6098ff 100644
--- a/source/blender/blenkernel/BKE_armature.h
+++ b/source/blender/blenkernel/BKE_armature.h
@@ -72,7 +72,7 @@ void unlink_armature(struct bArmature *arm);
void free_armature(struct bArmature *arm);
void make_local_armature(struct bArmature *arm);
struct bArmature *copy_armature(struct bArmature *arm);
-void bone_flip_name (char *name);
+void bone_flip_name (char *name, int strip_number);
void calc_armature_deform (struct Object *ob, float *co, int index);