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authorMartin Poirier <theeth@yahoo.com>2007-12-11 00:14:19 +0300
committerMartin Poirier <theeth@yahoo.com>2007-12-11 00:14:19 +0300
commitbe354c3d095c78b36f8324aa270126611d607c25 (patch)
tree2dcb254d93df7d14ee237e1217d6570519cfb4b9 /source/blender/include/BIF_editarmature.h
parent23a525c52d4f000d4831e17c0795ef9235987601 (diff)
parent28e071d08c8251cdb568725c5050231b1e169ae2 (diff)
Merge from Harmonic Skeleton branch
This code adds a basic and simple skeleton generator. Examples and links are in the wiki, docs will come eventually: http://wiki.blender.org/index.php/User:Theeth/skeletor In a nutshell, select a vertex at the top of the head and press "Generate Skeleton". UI Panel is in the Editing buttons in Edit Mode, tooltips and semi-useful.
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 903c663e5f3..31a5cc2ec4c 100644
--- a/source/blender/include/BIF_editarmature.h
+++ b/source/blender/include/BIF_editarmature.h
@@ -101,6 +101,8 @@ void make_trans_bones (char mode);
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);
@@ -117,8 +119,8 @@ void hide_selected_pose_bones(void);
void hide_unselected_pose_bones(void);
void show_all_pose_bones(void);
-int bone_looper(Object *ob, struct Bone *bone, void *data,
- int (*bone_func)(Object *, struct Bone *, void *));
+int bone_looper(struct Object *ob, struct Bone *bone, void *data,
+ int (*bone_func)(struct Object *, struct Bone *, void *));
void undo_push_armature(char *name);
void armature_bone_rename(struct bArmature *arm, char *oldname, char *newname);