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authorTon Roosendaal <ton@blender.org>2005-12-07 15:36:26 +0300
committerTon Roosendaal <ton@blender.org>2005-12-07 15:36:26 +0300
commit1123be1bcc47b2e51d06371c9a174e145d3b0a73 (patch)
treedd5b41e3b95073aebb56b44c0b1e9ff486e7bd73 /source/blender/makesdna/DNA_armature_types.h
parentee63a6fd79e6be8b873b20ce842e5beb6850f4cf (diff)
Orange request; Bones in Armature now have own layer settings.
Works like for Object layers, but local within Armature itself. Each Bone can be in (16 now) any layer, and the Armature layer defines what is visible or not. Also note that hiding will still work too. Since the Blender code is *stuffed* with Bone options now, this commit requires a good test if all tools we got now comply to layers... (I counted 130 cases for checking for selected Bones in code!) In PoseMode; hotkey M will show 'movetolayer' menu. Not in editmode... then its the mirror menu. Todo: make action/nla drawing comply to Armature layer settings.
Diffstat (limited to 'source/blender/makesdna/DNA_armature_types.h')
-rw-r--r--source/blender/makesdna/DNA_armature_types.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/makesdna/DNA_armature_types.h b/source/blender/makesdna/DNA_armature_types.h
index 77b8ffd2286..809ff15e46d 100644
--- a/source/blender/makesdna/DNA_armature_types.h
+++ b/source/blender/makesdna/DNA_armature_types.h
@@ -66,7 +66,7 @@ typedef struct Bone {
float rad_head, rad_tail; /* radius for head/tail sphere, defining deform as well */
float size[3]; /* patch for upward compat, UNUSED! */
- short boneclass;
+ short layer;
short segments; /* for B-bones */
}Bone;
@@ -76,7 +76,7 @@ typedef struct bArmature {
ListBase chainbase;
int flag;
int drawtype;
- int deformflag;
+ short deformflag, layer;
short ghostep, ghostsize;
}bArmature;