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authorCampbell Barton <ideasman42@gmail.com>2011-04-18 14:40:06 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-04-18 14:40:06 +0400
commitc84e26cb9144406fbcc4063567c21f2de0ab2227 (patch)
treed93cb2c654820427c86eb57122fb0816e9a7c59a /source
parent9dda11e0f1c0393145c4738f4e8d1050cceb6c3a (diff)
fix for part of this report [#27006] Apply Scale at a B-Bone Skeleton causes rescale of B-Bones and offset of attached objects
bbones now get scaled too, but the attached objects still get offset.
Diffstat (limited to 'source')
-rw-r--r--source/blender/editors/armature/editarmature.c4
1 files changed, 4 insertions, 0 deletions
diff --git a/source/blender/editors/armature/editarmature.c b/source/blender/editors/armature/editarmature.c
index 4e77cebf27d..76a6cd8c998 100644
--- a/source/blender/editors/armature/editarmature.c
+++ b/source/blender/editors/armature/editarmature.c
@@ -504,6 +504,10 @@ void ED_armature_apply_transform(Object *ob, float mat[4][4])
ebone->rad_head *= scale;
ebone->rad_tail *= scale;
ebone->dist *= scale;
+
+ /* we could be smarter and scale by the matrix along the x & z axis */
+ ebone->xwidth *= scale;
+ ebone->zwidth *= scale;
}
/* Turn the list into an armature */