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authorSergey Sharybin <sergey.vfx@gmail.com>2016-09-12 16:31:28 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2016-09-12 16:39:40 +0300
commit98c7e7589754500eb4a24825f71e46dd77e29983 (patch)
tree99057c65db411e36723d2708b27f854a051a7a26 /source/blender/makesdna
parent0f8f494d637cab3802239120456c3eb58011cdff (diff)
Graph editor: Add channel option to make it persistent on display
The idea is to allow certain animation channels to be always visible in animation editors. So, for example, one can pin Camera animation to the editor so it is always possible to refine/tweak camera animation when animating something else in the scene. There is probably some more polishing required, and some current limitations could be solved in the future but should be a good starting point already. Currently only works for object without recursing into deeper datablock (so for example, it's not possible to pin object material animation). Studio request by Colin Levy.
Diffstat (limited to 'source/blender/makesdna')
-rw-r--r--source/blender/makesdna/DNA_anim_types.h5
1 files changed, 4 insertions, 1 deletions
diff --git a/source/blender/makesdna/DNA_anim_types.h b/source/blender/makesdna/DNA_anim_types.h
index 31fe8fe563e..e50a2637fff 100644
--- a/source/blender/makesdna/DNA_anim_types.h
+++ b/source/blender/makesdna/DNA_anim_types.h
@@ -939,7 +939,10 @@ typedef enum eAnimData_Flag {
ADT_UI_ACTIVE = (1<<15),
/* F-Curves from this AnimData block are not visible in the Graph Editor */
- ADT_CURVES_NOT_VISIBLE = (1<<16)
+ ADT_CURVES_NOT_VISIBLE = (1<<16),
+
+ /* F-Curves from this AnimData block are always visible */
+ ADT_CURVES_ALWAYS_VISIBLE = (1<<17),
} eAnimData_Flag;
/* Animation Data recalculation settings (to be set by depsgraph) */