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authorJan-Willem van Dronkelaar <jwvd>2021-10-18 15:23:23 +0300
committerSybren A. Stüvel <sybren@blender.org>2021-10-18 15:36:26 +0300
commit4de0e2e7717f458b496fdf2b00a724412abb88a0 (patch)
tree5663c5be55872ce24beb533fd0d8464000fa491e /source/blender/editors/include
parentf9113c4be836691ba599aab9b2f43e26333f8133 (diff)
Animation: Motion Paths Refresh All
Adds a button, Update All Paths, to the Motion Paths property tabs and will always show. The operator goes through all visible objects and updates their motion paths. The current implementation has a subtle functional change. Calculating or updating motion paths for armature objects (through the Object tab, not Armature tab) now also updates the paths for its bones. We could preserve the old behavior but it doesn't seem necessary. It seems more likely that the animator wants to update both anyways. Reviewed by: sybren Maniphest Tasks: T83068 Differential Revision: https://developer.blender.org/D11667
Diffstat (limited to 'source/blender/editors/include')
-rw-r--r--source/blender/editors/include/ED_object.h11
1 files changed, 10 insertions, 1 deletions
diff --git a/source/blender/editors/include/ED_object.h b/source/blender/editors/include/ED_object.h
index 5397cd95ace..083d167c573 100644
--- a/source/blender/editors/include/ED_object.h
+++ b/source/blender/editors/include/ED_object.h
@@ -339,7 +339,16 @@ typedef enum eObjectPathCalcRange {
void ED_objects_recalculate_paths(struct bContext *C,
struct Scene *scene,
- eObjectPathCalcRange range);
+ eObjectPathCalcRange range,
+ struct ListBase *ld_objects);
+
+void ED_objects_recalculate_paths_selected(struct bContext *C,
+ struct Scene *scene,
+ eObjectPathCalcRange range);
+
+void ED_objects_recalculate_paths_visible(struct bContext *C,
+ struct Scene *scene,
+ eObjectPathCalcRange range);
/* constraints */
struct ListBase *ED_object_constraint_active_list(struct Object *ob);