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authorTon Roosendaal <ton@blender.org>2005-07-16 23:07:02 +0400
committerTon Roosendaal <ton@blender.org>2005-07-16 23:07:02 +0400
commite67ba0ae330561424f18dbebaede835f81f45282 (patch)
tree5c3726760a4afd50266e6a522fe7b42f4a4bb230 /source/blender/include/BIF_editarmature.h
parent502c34ee4971bcc7cd4cb97090f84c9235518a9b (diff)
More armature goodies;
The B-Bones! (where the B can be read as 'block' or 'bezier' or 'b-spline') - set option on/off in edit buttons, armature panel - scaling of B-bones only works in editmode, use ALT+S to make bones fatter or thinner. Also works for constrainted transform - In pose mode, you now have a buttons panel with per-bone settings too Here you can find the "segments" button, which allows bones to interpolate between previous/next bones, including roll. - Buttons to control interpolation ("In" and "Out" are disabled, doesn't work satisfying yet NOTE: this doesn't give deform yet! Main purpose for now is to test if this drawing method serves to animate/pose armatures well. Still need to review proper interpolation methods... maybe bezier is too limited.
Diffstat (limited to 'source/blender/include/BIF_editarmature.h')
-rw-r--r--source/blender/include/BIF_editarmature.h6
1 files changed, 4 insertions, 2 deletions
diff --git a/source/blender/include/BIF_editarmature.h b/source/blender/include/BIF_editarmature.h
index 056888e33f6..b0b6147f564 100644
--- a/source/blender/include/BIF_editarmature.h
+++ b/source/blender/include/BIF_editarmature.h
@@ -64,8 +64,10 @@ typedef struct EditBone
for pose element, rather than trying to use the existing transObject
system?
*/
- float dist, weight, length;
- short boneclass;
+ float dist, weight;
+ float xwidth, length, zwidth; /* put them in order! transform uses this as scale */
+ float ease1, ease2;
+ short boneclass, segments;
} EditBone;