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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/space.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/space.c')
-rw-r--r--source/blender/src/space.c6
1 files changed, 5 insertions, 1 deletions
diff --git a/source/blender/src/space.c b/source/blender/src/space.c
index 7300135c86f..6be450e6e22 100644
--- a/source/blender/src/space.c
+++ b/source/blender/src/space.c
@@ -1549,8 +1549,12 @@ static void winqreadview3dspace(ScrArea *sa, void *spacedata, BWinEvent *evt)
doredraw= 1;
}
else if(G.obedit) {
+
if(G.qual==LR_ALTKEY) {
- initTransform(TFM_SHRINKFATTEN, CTX_NONE);
+ if(G.obedit->type==OB_ARMATURE)
+ initTransform(TFM_BONESIZE, CTX_NONE);
+ else
+ initTransform(TFM_SHRINKFATTEN, CTX_NONE);
Transform();
}
else if(G.qual==LR_CTRLKEY) {