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authorCampbell Barton <ideasman42@gmail.com>2009-06-17 13:42:04 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-06-17 13:42:04 +0400
commit50b22468b28b57de35ad35868265e6cfa442bdbc (patch)
tree4c6f3f6386f9ceabc11def67e29d2c54f1fd1220 /source/gameengine/Converter/BL_ArmatureObject.h
parentfa3cd4aadfca4141735a59aa801dc9425e1b9ba7 (diff)
BGE PyAPI
while making a demo of using python to control bones found some more problems. also added channelNames attribute to BL_ActionActuator to get a list of valid channels to use. demo: http://www.graphicall.org/ftp/ideasman42/armature_python.blend its still not that useful since theres not way to know rest bone locations yet but better then nothing.
Diffstat (limited to 'source/gameengine/Converter/BL_ArmatureObject.h')
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureObject.h b/source/gameengine/Converter/BL_ArmatureObject.h
index d5402cfd126..fdf961d5694 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.h
+++ b/source/gameengine/Converter/BL_ArmatureObject.h
@@ -59,6 +59,7 @@ public:
void GetMRDPose(struct bPose **pose);
void GetPose(struct bPose **pose);
void SetPose (struct bPose *pose);
+ struct bPose *GetOrigPose() {return m_pose;} // never edit this, only for accessing names
void ApplyPose();
void RestorePose();