diff options
author | Joshua Leung <aligorith@gmail.com> | 2009-11-28 06:49:45 +0300 |
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committer | Joshua Leung <aligorith@gmail.com> | 2009-11-28 06:49:45 +0300 |
commit | 54c5859578362976cc54b4e04f0a513117b4698e (patch) | |
tree | c377ed51fd218982da61a960c4e5f572c91ab2df /source/blender/editors/include/ED_armature.h | |
parent | c6b4c2716a5fb2784b9b2ddc5ec555ff68a2d24b (diff) |
Durian Rigging Requests: (Armature Layers + Rotation Locking Tweaks)
* Increased the number of Armature and Bone Layers from 16 to 32. Please note that older versions of Blender may not correctly resolve the layers that bones are on when loading new files.
* Newly added objects are now made by default to allow locking of 4-component rotations using 4 separate locks (i.e. one by component) instead of requiring the obscure 'W' toggle (renamed '4L' now) to be enabled first. The objects in the default scene need modifying manually though.
Diffstat (limited to 'source/blender/editors/include/ED_armature.h')
-rw-r--r-- | source/blender/editors/include/ED_armature.h | 7 |
1 files changed, 3 insertions, 4 deletions
diff --git a/source/blender/editors/include/ED_armature.h b/source/blender/editors/include/ED_armature.h index f054e229147..083884336d2 100644 --- a/source/blender/editors/include/ED_armature.h +++ b/source/blender/editors/include/ED_armature.h @@ -65,17 +65,16 @@ typedef struct EditBone their parents. Therefore any rotations specified during the animation are automatically relative to the bones' rest positions*/ int flag; - - int parNr; /* Used for retrieving values from the menu system */ + int layer; float dist, weight; float xwidth, length, zwidth; /* put them in order! transform uses this as scale */ float ease1, ease2; float rad_head, rad_tail; - short layer, segments; float oldlength; /* for envelope scaling */ - + + short segments; } EditBone; #define BONESEL_ROOT 0x10000000 |