Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/io/collada/ArmatureImporter.cpp')
-rw-r--r--source/blender/io/collada/ArmatureImporter.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/io/collada/ArmatureImporter.cpp b/source/blender/io/collada/ArmatureImporter.cpp
index dbb0ad328f5..af6558da3b4 100644
--- a/source/blender/io/collada/ArmatureImporter.cpp
+++ b/source/blender/io/collada/ArmatureImporter.cpp
@@ -153,7 +153,7 @@ int ArmatureImporter::create_bone(SkinInfo *skin,
if (layer) {
bone->layer = layer;
}
- arm->layer |= layer; // ensure that all populated bone layers are visible after import
+ arm->layer |= layer; /* ensure that all populated bone layers are visible after import */
float *tail = be.get_tail();
int use_connect = be.get_use_connect();
@@ -504,7 +504,7 @@ void ArmatureImporter::create_armature_bones(Main *bmain, std::vector<Object *>
}
ED_armature_to_edit(armature);
- armature->layer = 0; // layer is set according to imported bone set in create_bone()
+ armature->layer = 0; /* layer is set according to imported bone set in create_bone() */
create_bone(NULL, node, NULL, node->getChildNodes().getCount(), NULL, armature, layer_labels);
if (this->import_settings->find_chains) {
@@ -623,7 +623,7 @@ Object *ArmatureImporter::create_armature_bones(Main *bmain, SkinInfo &skin)
ob_arm = skin.set_armature(shared);
}
else {
- ob_arm = skin.create_armature(m_bmain, scene, view_layer); // once for every armature
+ ob_arm = skin.create_armature(m_bmain, scene, view_layer); /* once for every armature */
}
/* enter armature edit mode */
@@ -631,7 +631,7 @@ Object *ArmatureImporter::create_armature_bones(Main *bmain, SkinInfo &skin)
ED_armature_to_edit(armature);
totbone = 0;
- // bone_direction_row = 1; // TODO: don't default to Y but use asset and based on it decide on
+ // bone_direction_row = 1; /* TODO: don't default to Y but use asset and based on it decide on */
/* default row */
/* create bones */