From 1123be1bcc47b2e51d06371c9a174e145d3b0a73 Mon Sep 17 00:00:00 2001 From: Ton Roosendaal Date: Wed, 7 Dec 2005 12:36:26 +0000 Subject: Orange request; Bones in Armature now have own layer settings. Works like for Object layers, but local within Armature itself. Each Bone can be in (16 now) any layer, and the Armature layer defines what is visible or not. Also note that hiding will still work too. Since the Blender code is *stuffed* with Bone options now, this commit requires a good test if all tools we got now comply to layers... (I counted 130 cases for checking for selected Bones in code!) In PoseMode; hotkey M will show 'movetolayer' menu. Not in editmode... then its the mirror menu. Todo: make action/nla drawing comply to Armature layer settings. --- source/blender/include/BIF_editarmature.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'source/blender/include/BIF_editarmature.h') diff --git a/source/blender/include/BIF_editarmature.h b/source/blender/include/BIF_editarmature.h index baf215a4ce2..75aa02bfa57 100644 --- a/source/blender/include/BIF_editarmature.h +++ b/source/blender/include/BIF_editarmature.h @@ -64,7 +64,7 @@ typedef struct EditBone float xwidth, length, zwidth; /* put them in order! transform uses this as scale */ float ease1, ease2; float rad_head, rad_tail; - short boneclass, segments; + short layer, segments; float oldlength; /* for envelope scaling */ -- cgit v1.2.3