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authorTon Roosendaal <ton@blender.org>2012-12-21 16:07:28 +0400
committerTon Roosendaal <ton@blender.org>2012-12-21 16:07:28 +0400
commit915f78af928d4ec0ec8cae5bca2710acee5cf3ea (patch)
tree53c5765b09eee641304cfb405903d1fbb4ae1d6b /source/blender/makesdna/DNA_armature_types.h
parentb5054896c3e54c311ccd47f9f7ba254240cc87af (diff)
Armature bone feature:
New Bone option: "Relative Parenting". This makes Child-Objects of Bones transform similar to how deformations of bones are calculated. Allows to move bones in editmode to set pivot. The option is in Bone Panel, with clear label. It is ON now by default when you add new bones Requested by Kjartan, our famous robot designer :) For "hard body rigs" it's very useful.
Diffstat (limited to 'source/blender/makesdna/DNA_armature_types.h')
-rw-r--r--source/blender/makesdna/DNA_armature_types.h4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/makesdna/DNA_armature_types.h b/source/blender/makesdna/DNA_armature_types.h
index fd68a6d9a27..8fcb079cd4f 100644
--- a/source/blender/makesdna/DNA_armature_types.h
+++ b/source/blender/makesdna/DNA_armature_types.h
@@ -198,7 +198,9 @@ typedef enum eBone_Flag {
BONE_EDITMODE_LOCKED = (1 << 19), /* bone transforms are locked in EditMode */
BONE_TRANSFORM_CHILD = (1 << 20), /* Indicates that a parent is also being transformed */
BONE_UNSELECTABLE = (1 << 21), /* bone cannot be selected */
- BONE_NO_LOCAL_LOCATION = (1 << 22) /* bone location is in armature space */
+ BONE_NO_LOCAL_LOCATION = (1 << 22), /* bone location is in armature space */
+ BONE_RELATIVE_PARENTING = (1 << 23) /* object child will use relative transform (like deform) */
+
} eBone_Flag;
#define MAXBONENAME 64