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authorCampbell Barton <ideasman42@gmail.com>2015-09-13 19:21:15 +0300
committerCampbell Barton <ideasman42@gmail.com>2015-09-13 19:22:22 +0300
commit09e40a4956494655a2d544ab654372455882dbc3 (patch)
tree374693c00e55445f373d02a02d96339609ea76fa /source/blender/editors/armature
parent7900d697f0ade0be21dbb3757d59f1a07268b242 (diff)
Cleanup: spelling
Diffstat (limited to 'source/blender/editors/armature')
-rw-r--r--source/blender/editors/armature/armature_utils.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/editors/armature/armature_utils.c b/source/blender/editors/armature/armature_utils.c
index 4fe79b39176..635297c088a 100644
--- a/source/blender/editors/armature/armature_utils.c
+++ b/source/blender/editors/armature/armature_utils.c
@@ -481,7 +481,7 @@ EditBone *make_boneList(ListBase *edbo, ListBase *bones, EditBone *parent, Bone
* - sets local head/tail rest locations using parent bone's arm_mat.
* - calls BKE_armature_where_is_bone() which uses parent's transform (arm_mat) to define this bone's transform.
* - fixes (converts) EditBone roll into Bone roll.
- * - calls again BKE_armature_where_is_bone(), since roll fidling may have changed things for our bone...
+ * - calls again BKE_armature_where_is_bone(), since roll fiddling may have changed things for our bone...
* Note that order is crucial here, we can only handle child if all its parents in chain have already been handled
* (this is ensured by recursive process). */
static void armature_finalize_restpose(ListBase *bonelist, ListBase *editbonelist)
@@ -618,7 +618,7 @@ void ED_armature_from_edit(bArmature *arm)
}
/* Fix parenting in a separate pass to ensure ebone->bone connections are valid at this point.
- * Do not set bone->head/tail here anymore, using EditBone data for that is not OK since our later fidling
+ * Do not set bone->head/tail here anymore, using EditBone data for that is not OK since our later fiddling
* with parent's arm_mat (for roll conversion) may have some small but visible impact on locations (T46010). */
for (eBone = arm->edbo->first; eBone; eBone = eBone->next) {
newBone = eBone->temp.bone;