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authorTon Roosendaal <ton@blender.org>2005-08-19 16:35:15 +0400
committerTon Roosendaal <ton@blender.org>2005-08-19 16:35:15 +0400
commit9e05d6efb5acb808b43ecb9f8aed9e1fd99eebc8 (patch)
treea10272e6a06399c5f098afb428443debaefb4431 /source/blender/blenkernel/BKE_armature.h
parent92731af84f3f2bd77e844c722a69667de1329efd (diff)
Armature "Envelope" editing.
For defining the deformation distances of Bones, three values are being used now. The bone tip and root radius define the bone-shape itself and the "dist" defines the soft area around it. A full (user) doc is in CMS here; http://www.blender3d.org/cms/Armature_Envelopes.647.0.html Note: todo still is allowing both Vertex Deform Groups and these Envelopes together (and or per Bone). Also part of this commit is: - New: Hiding bones in EditMode. This is a separate 'hide flag', so you can keep the PoseMode hidden Bones separate from EditMode. (In the future we should do some kind of bone-grouping or so) - While transform(), the hotkeys G,R,S only switch mode when the previous mode was compatible. Caused conflicts with Crease/BoneDist/etc. - Deleting the last VertexGroup now also deletes the entire Mesh 'dvert' data. Sounds logical, but remember that VertexGroups are partial on a Mesh, partial on Object. Weird design decision though... Anyhoo, at this moment the only way to have Bone Envelopes deform, is by deleting all VertexGroups! - In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope, depending draw type. - In EditMode, Extrude now also works when only Root points were selected. - Weight editing is also symmetrical btw, with the "X-axis Mirror" option set.
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 229ef7a297b..9c674971bbf 100644
--- a/source/blender/blenkernel/BKE_armature.h
+++ b/source/blender/blenkernel/BKE_armature.h
@@ -78,7 +78,7 @@ void init_armature_deform(struct Object *parent, struct Object *ob);
struct bArmature* get_armature (struct Object* ob);
struct Bone *get_named_bone (struct bArmature *arm, const char *name);
-float dist_to_bone (float vec[3], float b1[3], float b2[3]);
+float distfactor_to_bone (float vec[3], float b1[3], float b2[3], float rad1, float rad2, float rdist);
void where_is_armature (struct bArmature *arm);
void where_is_armature_bone(struct Bone *bone, struct Bone *prevbone);