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authorTon Roosendaal <ton@blender.org>2005-08-21 15:26:53 +0400
committerTon Roosendaal <ton@blender.org>2005-08-21 15:26:53 +0400
commit9a105042fc468a4c6dc7a3e4a72fe6c9826ec02d (patch)
treea564871786b853673dbc9fe2b59e8c028e7063f0 /source/blender/blenkernel/BKE_armature.h
parent4d58808512d2e92afd1d4822a494a40f5ca916a3 (diff)
At last! B-bones now deform. :)
This works pretty nice for better control over the curvature of any bone deform. No need to give Bones (vgroups) large influence, just add a coupleof B-bone segments. Two notes; - The Bone property "Segments" defines if a deform happens as a 'B-bone'. The drawtype B-bone is just for display in 3d window. - A B-bone also deforms (bends) in Rest-position, if there's a joint that creates a curved Bone. Therefore, best results you get by creating a rest-position with straight joints. Or, if you prefer a slightly bended restposition (for a spine or so), make sure the Mesh model is *not* curved, the B-bone will do this for you. Also added: proper events on changing buttons for Bones, like "Segm" or "Dist" etc.
Diffstat (limited to 'source/blender/blenkernel/BKE_armature.h')
-rw-r--r--source/blender/blenkernel/BKE_armature.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/source/blender/blenkernel/BKE_armature.h b/source/blender/blenkernel/BKE_armature.h
index 9c674971bbf..d177edfce09 100644
--- a/source/blender/blenkernel/BKE_armature.h
+++ b/source/blender/blenkernel/BKE_armature.h
@@ -74,7 +74,6 @@ void make_local_armature(struct bArmature *arm);
struct bArmature *copy_armature(struct bArmature *arm);
void bone_flip_name (char *name, int strip_number);
-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);