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authorJoshua Leung <aligorith@gmail.com>2009-07-31 11:43:47 +0400
committerJoshua Leung <aligorith@gmail.com>2009-07-31 11:43:47 +0400
commita1eef5bb4d1ac64cfde0a5055a889116ee855b7f (patch)
tree9d6d41c69b672868f0e8f09d7dd0430cc4ade00b /source/blender/editors/include/ED_screen_types.h
parent6f847863a131cc61addbe6485abf2f24ae150ff1 (diff)
Animato - NLA + Realtime Animating Goodies
* When doing realtime recording of animation (i.e. transforming objects + bones while animation playback is running, and auto-keying is enabled), animation will be added to a new NLA Track+Strip combo everytime a single 'loop' of the frame range has finished. This will allow 'passes' over the animation to be less destructive. * Made the evaluation of the active action (when NLA data is present), be handled as part of the normal NLA system evaluation code (as if it were just another strip in a track at the end). The immediate benefit is that there are now some settings (available in the "Animation Data" panel in the NLA Editor with a strip selected) which allow for the way the active action is combined with the NLA stack results. For instance, the way that the action extrapolates is used in the recording tweaks above.
Diffstat (limited to 'source/blender/editors/include/ED_screen_types.h')
-rw-r--r--source/blender/editors/include/ED_screen_types.h11
1 files changed, 10 insertions, 1 deletions
diff --git a/source/blender/editors/include/ED_screen_types.h b/source/blender/editors/include/ED_screen_types.h
index 3ea5dfba65c..76a2a55c29e 100644
--- a/source/blender/editors/include/ED_screen_types.h
+++ b/source/blender/editors/include/ED_screen_types.h
@@ -33,9 +33,18 @@
typedef struct ScreenAnimData {
ARegion *ar; /* do not read from this, only for comparing if region exists */
int redraws;
- int reverse;
+ int flag; /* flags for playback */
} ScreenAnimData;
+/* for animplayer */
+enum {
+ /* user-setting - frame range is played backwards */
+ ANIMPLAY_FLAG_REVERSE = (1<<0),
+ /* temporary - playback just jumped to the start/end */
+ ANIMPLAY_FLAG_JUMPED = (1<<1),
+};
+
+
typedef struct AZone {
struct AZone *next, *prev;