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authorJoshua Leung <aligorith@gmail.com>2009-09-27 08:22:04 +0400
committerJoshua Leung <aligorith@gmail.com>2009-09-27 08:22:04 +0400
commitfbfa8d2f812095eef100b1fdd67ce766bf884844 (patch)
tree10addf45adc73c262fbb2b5e2c2f3096a6fcf8ff /source/nan_warn.mk
parent69995bb1b32a081dab987926e0c9f3b94cd63209 (diff)
2.5 - Assorted Animation UI/Editing Tweaks
Main Feature: * It is now possible to choose which AnimData block is the 'active' one for editing, and/or select them too. AnimData blocks are generally the dark blue and lighter-blue expanders (i.e. Scene, Object, Camera, Lamp, Curve, Armature, etc.) * Objects are no longer selected/deselected when AKEY is used to toggle selection of channels. This was getting a bit annoying. * Following on from selection of AnimData blocks, it is now possible to select/make active an AnimData block in the animation editors, and change the active action for that block via the 'Animation Data' panel in NLA Editor's properties region. --> Be aware that user-counts are not totally handled correctly there yet, so some funky behaviour might be seen... --> It is possible to assign a new action, or to assign an existing one, allowing to switch between actions as in the past with Actions/IPO Editors... Other tweaks: * Some code tweaks towards making the 'Euler Filter' feature for Graph Editor working sometime soon * Added some backend code for snapping the values of keyframes to a single value. Still need to work out some UI for it though. * Shuffled the code for ACT_OT_new() around, and removed the poll() callback so that it worked in NLA too. * Fixed some more notifier bugs with deleting bones and a few other editmode operations for Armatures.
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