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authorCampbell Barton <ideasman42@gmail.com>2010-01-05 14:47:43 +0300
committerCampbell Barton <ideasman42@gmail.com>2010-01-05 14:47:43 +0300
commitcce1d178b8ea9ac948ca7be4017a28b57dda6785 (patch)
treea7ee66ea8208f7cf71dd7aa649cd4eafe99184e9 /source/blender/makesdna/DNA_action_types.h
parent52a2b8285202cec6d5b03e5e0e6488e53018d473 (diff)
obscure feature: Display Custom Bone Shape at another bones transform.
Brecht and I took a fair bit of convincing on this one however Cessen was jumping through hoops to do without this feature. Having the shape being an external mesh deformed by its own armature, which were both hidden but in the same layer *(so the depgraph would update them). Without this some of the bones in the rig also dont make much sense when animating with.
Diffstat (limited to 'source/blender/makesdna/DNA_action_types.h')
-rw-r--r--source/blender/makesdna/DNA_action_types.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/makesdna/DNA_action_types.h b/source/blender/makesdna/DNA_action_types.h
index aa3b921565f..b6af91a9570 100644
--- a/source/blender/makesdna/DNA_action_types.h
+++ b/source/blender/makesdna/DNA_action_types.h
@@ -213,6 +213,7 @@ typedef struct bPoseChannel {
float *path; /* totpath x 3 x float */ // XXX depreceated... old animation system (armature only viz)
bMotionPath *mpath; /* motion path cache for this bone */
struct Object *custom; /* draws custom object instead of default bone shape */
+ struct bPoseChannel *custom_tx; /* odd feature, display with another bones transform. needed in rare cases for advanced rigs, since the alternative is highly complicated - campbell */
} bPoseChannel;