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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/editview.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/editview.c')
-rw-r--r--source/blender/src/editview.c8
1 files changed, 7 insertions, 1 deletions
diff --git a/source/blender/src/editview.c b/source/blender/src/editview.c
index 0710a1e8703..d70cf34140a 100644
--- a/source/blender/src/editview.c
+++ b/source/blender/src/editview.c
@@ -1266,7 +1266,13 @@ void mouse_select(void)
}
if(has_bones && basact) {
- do_pose_selectbuffer(basact, buffer, hits);
+ if( do_pose_selectbuffer(basact, buffer, hits) ) { // bone found
+
+ /* in weightpaint, we use selected bone to select vertexgroup, so no switch to new active object */
+ if(G.f & G_WEIGHTPAINT) {
+ basact= NULL;
+ }
+ }
}
}
}