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authorJoshua Leung <aligorith@gmail.com>2008-08-31 16:47:04 +0400
committerJoshua Leung <aligorith@gmail.com>2008-08-31 16:47:04 +0400
commita4e74c92f776a362be542098db7844faa9498c74 (patch)
treea5c8c70266fda5d2fcf711ec779831a802914b2a /source/blender/include/BIF_editarmature.h
parent6aee42daaf88ba542c2a162bf0998f31ce2b488c (diff)
== Grease Pencil Conversions - Armature ==
Can now also convert active layer to a series of bone chains. Each stroke will be converted to a chain of connected bones. At the moment, it is still necessary to manually recalculate roll angles after the armature has been created, as the bones are not assigned the correct roll angles yet.
Diffstat (limited to 'source/blender/include/BIF_editarmature.h')
-rw-r--r--source/blender/include/BIF_editarmature.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/include/BIF_editarmature.h b/source/blender/include/BIF_editarmature.h
index b2bdb2dad73..fdd00a67465 100644
--- a/source/blender/include/BIF_editarmature.h
+++ b/source/blender/include/BIF_editarmature.h
@@ -100,13 +100,14 @@ struct Bone *get_indexed_bone (struct Object *ob, int index);
void make_editArmature(void);
void make_trans_bones (char mode);
+void remake_editArmature(void);
+void editbones_to_armature(struct ListBase *list, struct Object *ob);
int do_pose_selectbuffer(struct Base *base, unsigned int *buffer, short hits);
void generateSkeleton(void);
void mouse_armature(void);
-void remake_editArmature(void);
void selectconnected_armature(void);
void selectconnected_posearmature(void);
void armature_select_hierarchy(short direction, short add_to_sel);