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authorJoshua Leung <aligorith@gmail.com>2007-08-03 15:16:12 +0400
committerJoshua Leung <aligorith@gmail.com>2007-08-03 15:16:12 +0400
commitfa5b4954a23f568bf0ba5359a745df72f5c99ff0 (patch)
tree4299734a88a60357d871f60988fac20e36ae0b52 /source/blender/include/BIF_editarmature.h
parent834e64e0e666ea651ed067e7dbc58b147b49fcba (diff)
== Bone Roll - Align to Cursor ==
In this commit, a new way to set the bone roll is introduced. It aligns the z-axis of the selected bone(s) to the 3D-Cursor, so that the cursor intersects with the YZ plane. This makes it easier to align bone rolls to a target, for use in rigs where arms/legs are not horizontal/vertical. To use this, just press Ctrl N, and choose the "Align Z-Axis to 3D-Cursor" option. Credits go to Robert Christian (wavez) for providing the method as a working BPy script, that demonstrated this in action.
Diffstat (limited to 'source/blender/include/BIF_editarmature.h')
-rw-r--r--source/blender/include/BIF_editarmature.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/include/BIF_editarmature.h b/source/blender/include/BIF_editarmature.h
index b8ae90b7cfa..f2b6dbf38bd 100644
--- a/source/blender/include/BIF_editarmature.h
+++ b/source/blender/include/BIF_editarmature.h
@@ -106,9 +106,9 @@ void remake_editArmature(void);
void selectconnected_armature(void);
void selectconnected_posearmature(void);
void select_bone_parent(void);
-void unique_editbone_name (struct ListBase *ebones, char* name);
+void unique_editbone_name (struct ListBase *ebones, char *name);
-void auto_align_armature(void);
+void auto_align_armature(short mode);
void create_vgroups_from_armature(Object *ob, Object *par);
void hide_selected_pose_bones(void);