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authorTon Roosendaal <ton@blender.org>2005-08-15 20:12:50 +0400
committerTon Roosendaal <ton@blender.org>2005-08-15 20:12:50 +0400
commit6bc3f4746bc5325d8e1ff54469ebb6929bf3bdb2 (patch)
treef69ac3f7c1f3e26ba44f81541b314455e0c98790 /source/blender/src/editdeform.c
parent3778c0813610afa127c5c5a353e25a82479fbf71 (diff)
A nice character modeling time-saver:
In WeightPaint mode, pose-mode armatures now allow selecting Bones, but without making the Armature object active. Selecting a Bone then results in selecting the associated vertexgroup. :) Little quirk; all armatures with posemode then draw selectable...
Diffstat (limited to 'source/blender/src/editdeform.c')
-rw-r--r--source/blender/src/editdeform.c14
1 files changed, 14 insertions, 0 deletions
diff --git a/source/blender/src/editdeform.c b/source/blender/src/editdeform.c
index 1dfce2ba879..f600c8e5537 100644
--- a/source/blender/src/editdeform.c
+++ b/source/blender/src/editdeform.c
@@ -602,6 +602,20 @@ void unique_vertexgroup_name (bDeformGroup *dg, Object *ob)
}
}
+void vertexgroup_select_by_name(Object *ob, char *name)
+{
+ bDeformGroup *curdef;
+ int actdef= 1;
+
+ if(ob==NULL || ob->type!=OB_MESH) return;
+ for (curdef = ob->defbase.first; curdef; curdef=curdef->next, actdef++){
+ if (!strcmp(curdef->name, name)) {
+ ob->actdef= actdef;
+ }
+ }
+}
+
+
/* ******************* other deform edit stuff ********** */
void object_apply_deform(Object *ob)