diff options
author | Ton Roosendaal <ton@blender.org> | 2005-08-15 20:12:50 +0400 |
---|---|---|
committer | Ton Roosendaal <ton@blender.org> | 2005-08-15 20:12:50 +0400 |
commit | 6bc3f4746bc5325d8e1ff54469ebb6929bf3bdb2 (patch) | |
tree | f69ac3f7c1f3e26ba44f81541b314455e0c98790 /source/blender/src/editview.c | |
parent | 3778c0813610afa127c5c5a353e25a82479fbf71 (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.c | 8 |
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; + } + } } } } |