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authorCampbell Barton <ideasman42@gmail.com>2008-07-10 18:23:19 +0400
committerCampbell Barton <ideasman42@gmail.com>2008-07-10 18:23:19 +0400
commit310a37c29c283b2a7aef0ec2e3cc7fe366b23698 (patch)
treee079ed16f552083b09af23d916eb0561bb14d37d /source/blender/makesdna
parent99fdf27af92b9bd9d05c108f2c2c8a240c5536bc (diff)
Adding an option for action actuator - "Continue" this means animations always play from where they left off. Continue was the 2.46 operation too, so new functionality is the option to disable.
When using states, an action like kick or throw can often switch out before finishing playing the action, and there was no way to play from the start frame the second time round. (even setting the actions current frame through python doesn't work work)
Diffstat (limited to 'source/blender/makesdna')
-rw-r--r--source/blender/makesdna/DNA_actuator_types.h5
1 files changed, 3 insertions, 2 deletions
diff --git a/source/blender/makesdna/DNA_actuator_types.h b/source/blender/makesdna/DNA_actuator_types.h
index 77ebef744eb..a467722e8e1 100644
--- a/source/blender/makesdna/DNA_actuator_types.h
+++ b/source/blender/makesdna/DNA_actuator_types.h
@@ -51,8 +51,9 @@ typedef struct bActionActuator {
int sta, end; /* Start & End frames */
char name[32]; /* For property-driven playback */
char frameProp[32]; /* Set this property to the actions current frame */
- int blendin; /* Number of frames of blending */
- short priority; /* Execution priority */
+ short blendin; /* Number of frames of blending */
+ short priority; /* Execution priority */
+ short end_reset; /* Ending the actuator (negative pulse) wont reset the the action to its starting frame */
short strideaxis; /* Displacement axis */
float stridelength; /* Displacement incurred by cycle */
} bActionActuator;