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authorTon Roosendaal <ton@blender.org>2005-07-16 23:07:02 +0400
committerTon Roosendaal <ton@blender.org>2005-07-16 23:07:02 +0400
commite67ba0ae330561424f18dbebaede835f81f45282 (patch)
tree5c3726760a4afd50266e6a522fe7b42f4a4bb230 /source/blender/src/editview.c
parent502c34ee4971bcc7cd4cb97090f84c9235518a9b (diff)
More armature goodies;
The B-Bones! (where the B can be read as 'block' or 'bezier' or 'b-spline') - set option on/off in edit buttons, armature panel - scaling of B-bones only works in editmode, use ALT+S to make bones fatter or thinner. Also works for constrainted transform - In pose mode, you now have a buttons panel with per-bone settings too Here you can find the "segments" button, which allows bones to interpolate between previous/next bones, including roll. - Buttons to control interpolation ("In" and "Out" are disabled, doesn't work satisfying yet NOTE: this doesn't give deform yet! Main purpose for now is to test if this drawing method serves to animate/pose armatures well. Still need to review proper interpolation methods... maybe bezier is too limited.
Diffstat (limited to 'source/blender/src/editview.c')
-rw-r--r--source/blender/src/editview.c12
1 files changed, 8 insertions, 4 deletions
diff --git a/source/blender/src/editview.c b/source/blender/src/editview.c
index 66f0543d460..20e1b4c96aa 100644
--- a/source/blender/src/editview.c
+++ b/source/blender/src/editview.c
@@ -1250,15 +1250,19 @@ void borderselect(void)
if (val==LEFTMOUSE){
if (index != -1){
bone = get_indexed_bone(G.obpose, index &~(BONESEL_TIP|BONESEL_ROOT));
- bone->flag |= BONE_SELECTED;
- select_actionchannel_by_name(G.obpose->action, bone->name, 1);
+ if(bone) {
+ bone->flag |= BONE_SELECTED;
+ select_actionchannel_by_name(G.obpose->action, bone->name, 1);
+ }
}
}
else{
if (index != -1){
bone = get_indexed_bone(G.obpose, index &~(BONESEL_TIP|BONESEL_ROOT));
- bone->flag &= ~(BONE_ACTIVE|BONE_SELECTED);
- select_actionchannel_by_name(G.obpose->action, bone->name, 0);
+ if(bone) {
+ bone->flag &= ~(BONE_ACTIVE|BONE_SELECTED);
+ select_actionchannel_by_name(G.obpose->action, bone->name, 0);
+ }
}
}
}