From 3ffb695b10bd85f7cd431f6144dbc2c427a365ee Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Thu, 22 Oct 2009 16:35:51 +0000 Subject: Shape Keys Blended shape keys can now be displayed & edited in edit mode. This is much like showing an armature modifier in edit mode, and shape keys now are a applied as a virtual modifier (for mesh & lattice only, curve doesn't fit in the stack well due to tilt). The main thing missing still is being able to switch between the active shape key in edit mode, that's more complicated.. but the weights of other shapes can be edited while in edit mode. One thing to be careful about is that this does automatic crazyspace correction, which means that if you edit a shape key with a low value, the actual vertices will be moved to correct for that and actually move a (potentially much) longer distance. Also includes some UI tweaks, mainly placing some buttons horizontally since the vertical list was getting too long. --- source/gameengine/Converter/BL_ShapeDeformer.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'source/gameengine/Converter') diff --git a/source/gameengine/Converter/BL_ShapeDeformer.cpp b/source/gameengine/Converter/BL_ShapeDeformer.cpp index 41ff3cc3274..125e91e0e0a 100644 --- a/source/gameengine/Converter/BL_ShapeDeformer.cpp +++ b/source/gameengine/Converter/BL_ShapeDeformer.cpp @@ -154,7 +154,7 @@ bool BL_ShapeDeformer::Update(void) /* store verts locally */ VerifyStorage(); - do_rel_key(0, m_bmesh->totvert, m_bmesh->totvert, (char *)(float *)m_transverts, m_bmesh->key, 0); + do_rel_key(0, m_bmesh->totvert, m_bmesh->totvert, (char *)(float *)m_transverts, m_bmesh->key, NULL, 0); m_bDynamic = true; } -- cgit v1.2.3