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authorBen Batt <benbatt@gmail.com>2006-08-29 01:56:58 +0400
committerBen Batt <benbatt@gmail.com>2006-08-29 01:56:58 +0400
commit12a732fc209182a8e798fbe25a28c9456610bfb4 (patch)
tree06c53af1b5f67657484e69ca39fe2e46855fa1b4 /source/gameengine/Converter
parentdd8c56e0774c6212390a43f208515b879d5156a0 (diff)
Added a VGroup input to the Armature modifier. This allows the user to specify
a vertex group which will modulate the influence of all bones in the armature. This commit also tidies up the height of the modifier panels; they should all have the same size margin now.
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp
index b291331c378..d8e5a255a7c 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.cpp
+++ b/source/gameengine/Converter/BL_SkinDeformer.cpp
@@ -175,7 +175,7 @@ void BL_SkinDeformer::Update(void)
for (int v =0; v<m_bmesh->totvert; v++)
VECCOPY(m_transverts[v], m_bmesh->mvert[v].co);
- armature_deform_verts( par_arma, m_objMesh, NULL, m_transverts, m_bmesh->totvert, ARM_DEF_VGROUP );
+ armature_deform_verts( par_arma, m_objMesh, NULL, m_transverts, m_bmesh->totvert, ARM_DEF_VGROUP, NULL );
RecalcNormals();
/* Update the current frame */