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authorCampbell Barton <ideasman42@gmail.com>2016-07-30 07:47:31 +0300
committerCampbell Barton <ideasman42@gmail.com>2016-07-30 07:57:48 +0300
commit7a4353160cc5b5e71dde234c7db95302b4233918 (patch)
tree6ac463670249963b070173397d4ef899c99bf62c /source/blender/blenkernel/BKE_cloth.h
parentca93ebee7fe49c9b89b748e404b22b87c8eb2de0 (diff)
Cloth: option to use dynamic base mesh
This adds the ability for cloth simulations to respect changes in the underlying mesh. So you can for instance, animate shape keys, armatures, or add any deformation modifiers (above the cloth modifier). This is mainly useful for (but not limited to) cartoon animations, where your character might stretch or change shape, and you want the clothes to follow accordingly. D1903 by @LucaRood
Diffstat (limited to 'source/blender/blenkernel/BKE_cloth.h')
-rw-r--r--source/blender/blenkernel/BKE_cloth.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_cloth.h b/source/blender/blenkernel/BKE_cloth.h
index 50fcbd8e139..36330242f18 100644
--- a/source/blender/blenkernel/BKE_cloth.h
+++ b/source/blender/blenkernel/BKE_cloth.h
@@ -171,6 +171,7 @@ typedef enum {
CLOTH_SIMSETTINGS_FLAG_CCACHE_EDIT = (1 << 12), /* edit cache in editmode */
CLOTH_SIMSETTINGS_FLAG_NO_SPRING_COMPRESS = (1 << 13), /* don't allow spring compression */
CLOTH_SIMSETTINGS_FLAG_SEW = (1 << 14), /* pull ends of loose edges together */
+ CLOTH_SIMSETTINGS_FLAG_DYNAMIC_BASEMESH = (1 << 15), /* make simulation respect deformations in the base object */
} CLOTH_SIMSETTINGS_FLAGS;
/* COLLISION FLAGS */