/** * $Id$ * * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * Contributor(s): Ton Roosendaal, Blender Foundation '05, full recode. * * ***** END GPL LICENSE BLOCK ***** * support for animation modes - Reevan McKay */ #include #include #include "MEM_guardedalloc.h" #include "BLI_arithb.h" #include "BLI_blenlib.h" #include "DNA_action_types.h" #include "DNA_armature_types.h" #include "DNA_constraint_types.h" #include "DNA_mesh_types.h" #include "DNA_meshdata_types.h" #include "DNA_modifier_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "DNA_screen_types.h" #include "DNA_view3d_types.h" #include "BKE_action.h" #include "BKE_armature.h" #include "BKE_blender.h" #include "BKE_constraint.h" #include "BKE_deform.h" #include "BKE_depsgraph.h" #include "BKE_DerivedMesh.h" #include "BKE_displist.h" #include "BKE_global.h" #include "BKE_modifier.h" #include "BKE_object.h" #include "BKE_utildefines.h" #include "BIF_editarmature.h" #include "BIF_editaction.h" #include "BIF_editconstraint.h" #include "BIF_editdeform.h" #include "BIF_gl.h" #include "BIF_graphics.h" #include "BIF_interface.h" #include "BIF_poseobject.h" #include "BIF_meshtools.h" #include "BIF_space.h" #include "BIF_toolbox.h" #include "BIF_screen.h" #include "BDR_editobject.h" #include "BSE_edit.h" #include "BSE_editipo.h" #include "BSE_trans_types.h" #include "mydevice.h" #include "blendef.h" void enter_posemode(void) { Base *base; Object *ob; bArmature *arm; if(G.scene->id.lib) return; base= BASACT; if(base==NULL) return; ob= base->object; if (ob->id.lib){ error ("Can't pose libdata"); return; } switch (ob->type){ case OB_ARMATURE: arm= get_armature(ob); if( arm==NULL ) return; ob->flag |= OB_POSEMODE; base->flag= ob->flag; allqueue(REDRAWHEADERS, 0); allqueue(REDRAWBUTSALL, 0); allqueue(REDRAWOOPS, 0); allqueue(REDRAWVIEW3D, 0); break; default: return; } if (G.obedit) exit_editmode(EM_FREEDATA|EM_WAITCURSOR); G.f &= ~(G_VERTEXPAINT | G_FACESELECT | G_TEXTUREPAINT | G_WEIGHTPAINT); } void set_pose_keys (Object *ob) { bArmature *arm= ob->data; bPoseChannel *chan; if (ob->pose){ for (chan=ob->pose->chanbase.first; chan; chan=chan->next){ Bone *bone= chan->bone; if(bone && (bone->flag & BONE_SELECTED) && (arm->layer & bone->layer)) { chan->flag |= POSE_KEY; } else { chan->flag &= ~POSE_KEY; } } } } void exit_posemode(void) { Object *ob= OBACT; Base *base= BASACT; if(ob==NULL) return; ob->flag &= ~OB_POSEMODE; base->flag= ob->flag; countall(); allqueue(REDRAWVIEW3D, 0); allqueue(REDRAWOOPS, 0); allqueue(REDRAWHEADERS, 0); allqueue(REDRAWBUTSALL, 0); scrarea_queue_headredraw(curarea); } /* called by buttons to find a bone to display/edit values for */ bPoseChannel *get_active_posechannel (Object *ob) { bArmature *arm= ob->data; bPoseChannel *pchan; /* find active */ for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) { if(pchan->bone && (pchan->bone->flag & BONE_ACTIVE) && (pchan->bone->layer & arm->layer)) return pchan; } return NULL; } /* if a selected or active bone is protected, throw error and return 1 */ /* only_selected==1 : the active bone is allowed to be protected */ static int pose_has_protected_selected(Object *ob, int only_selected) { /* check protection */ if(ob->proxy) { bPoseChannel *pchan; bArmature *arm= ob->data; for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) { if(pchan->bone && (pchan->bone->layer & arm->layer)) { if(pchan->bone->layer & arm->layer_protected) { if(only_selected && (pchan->bone->flag & BONE_ACTIVE)); else if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) break; } } } if(pchan) { error("Cannot change Proxy protected bones"); return 1; } } return 0; } /* only for real IK, not for auto-IK */ int pose_channel_in_IK_chain(Object *ob, bPoseChannel *pchan) { bConstraint *con; Bone *bone; for(con= pchan->constraints.first; con; con= con->next) { if(con->type==CONSTRAINT_TYPE_KINEMATIC) { bKinematicConstraint *data= con->data; if((data->flag & CONSTRAINT_IK_AUTO)==0) return 1; } } for(bone= pchan->bone->childbase.first; bone; bone= bone->next) { pchan= get_pose_channel(ob->pose, bone->name); if(pchan && pose_channel_in_IK_chain(ob, pchan)) return 1; } return 0; } /* ********************************************** */ /* for the object with pose/action: create path curves for selected bones */ void pose_calculate_path(Object *ob) { bArmature *arm; bPoseChannel *pchan; Base *base; float *fp; int cfra; int sfra, efra; if(ob==NULL || ob->pose==NULL) return; arm= ob->data; /* set frame values */ cfra= CFRA; sfra = arm->pathsf; efra = arm->pathef; if (efra<=sfra) return; DAG_object_update_flags(G.scene, ob, screen_view3d_layers()); /* malloc the path blocks */ for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) { if(pchan->bone && (pchan->bone->flag & BONE_SELECTED)) { if(arm->layer & pchan->bone->layer) { pchan->pathlen= efra-sfra+1; pchan->pathsf= sfra; pchan->pathef= efra+1; if(pchan->path) MEM_freeN(pchan->path); pchan->path= MEM_callocN(3*pchan->pathlen*sizeof(float), "pchan path"); } } } for(CFRA=sfra; CFRA<=efra; CFRA++) { /* do all updates */ for(base= FIRSTBASE; base; base= base->next) { if(base->object->recalc) { int temp= base->object->recalc; object_handle_update(base->object); base->object->recalc= temp; } } for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) { if(pchan->bone && (pchan->bone->flag & BONE_SELECTED)) { if(arm->layer & pchan->bone->layer) { if(pchan->path) { fp= pchan->path+3*(CFRA-sfra); if (arm->pathflag & ARM_PATH_HEADS) { VECCOPY(fp, pchan->pose_head); } else { VECCOPY(fp, pchan->pose_tail); } Mat4MulVecfl(ob->obmat, fp); } } } } } CFRA= cfra; allqueue(REDRAWVIEW3D, 0); /* recalc tags are still there */ } /* for the object with pose/action: clear all path curves */ void pose_clear_paths(Object *ob) { bPoseChannel *pchan; if(ob==NULL || ob->pose==NULL) return; /* free the path blocks */ for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) { if(pchan->path) { MEM_freeN(pchan->path); pchan->path= NULL; } } allqueue(REDRAWVIEW3D, 0); } void pose_select_constraint_target(void) { Object *ob= OBACT; bArmature *arm= ob->data; bPoseChannel *pchan; bConstraint *con; /* paranoia checks */ if(!ob && !ob->pose) return; if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return; for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) { if(arm->layer & pchan->bone->layer) { if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) { for(con= pchan->constraints.first; con; con= con->next) { char *subtarget; Object *target= get_constraint_target(con, &subtarget); if(ob==target) { if(subtarget) { bPoseChannel *pchanc= get_pose_channel(ob->pose, subtarget); if(pchanc) pchanc->bone->flag |= BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL; } } } } } } allqueue (REDRAWVIEW3D, 0); allqueue (REDRAWBUTSOBJECT, 0); allqueue (REDRAWOOPS, 0); BIF_undo_push("Select constraint target"); } /* context: active channel */ void pose_special_editmenu(void) { Object *ob= OBACT; short nr; /* paranoia checks */ if(!ob && !ob->pose) return; if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return; nr= pupmenu("Specials%t|Select Constraint Target%x1|Flip Left-Right Names%x2|Calculate Paths%x3|Clear All Paths%x4|Clear Pose %x5"); if(nr==1) { pose_select_constraint_target(); } else if(nr==2) { pose_flip_names(); } else if(nr==3) { pose_calculate_path(ob); } else if(nr==4) { pose_clear_paths(ob); } else if(nr==5) { rest_pose(ob->pose); DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA); BIF_undo_push("Clear Pose"); } } void pose_add_IK(void) { Object *ob= OBACT; /* paranoia checks */ if(!ob && !ob->pose) return; if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return; add_constraint(1); /* 1 means only IK */ } /* context: all selected channels */ void pose_clear_IK(void) { Object *ob= OBACT; bArmature *arm= ob->data; bPoseChannel *pchan; bConstraint *con; bConstraint *next; /* paranoia checks */ if(!ob && !ob->pose) return; if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return; if(pose_has_protected_selected(ob, 0)) return; if(okee("Remove IK constraint(s)")==0) return; for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) { if(arm->layer & pchan->bone->layer) { if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) { for(con= pchan->constraints.first; con; con= next) { next= con->next; if(con->type==CONSTRAINT_TYPE_KINEMATIC) { BLI_remlink(&pchan->constraints, con); free_constraint_data(con); MEM_freeN(con); } } pchan->constflag &= ~(PCHAN_HAS_IK|PCHAN_HAS_TARGET); } } } DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA); // and all its relations allqueue (REDRAWVIEW3D, 0); allqueue (REDRAWBUTSOBJECT, 0); allqueue (REDRAWOOPS, 0); BIF_undo_push("Remove IK constraint(s)"); } void pose_clear_constraints(void) { Object *ob= OBACT; bArmature *arm= ob->data; bPoseChannel *pchan; /* paranoia checks */ if(!ob && !ob->pose) return; if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return; if(pose_has_protected_selected(ob, 0)) return; if(okee("Remove Constraints")==0) return; /* find active */ for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) { if(arm->layer & pchan->bone->layer) { if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) { free_constraints(&pchan->constraints); pchan->constflag= 0; } } } DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA); // and all its relations allqueue (REDRAWVIEW3D, 0); allqueue (REDRAWBUTSOBJECT, 0); allqueue (REDRAWOOPS, 0); BIF_undo_push("Remove Constraint(s)"); } void pose_copy_menu(void) { Object *ob= OBACT; bArmature *arm= ob->data; bPoseChannel *pchan, *pchanact; short nr; int i=0; /* paranoia checks */ if(!ob && !ob->pose) return; if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return; /* find active */ for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) { if(pchan->bone->flag & BONE_ACTIVE) break; } if(pchan==NULL) return; if(pose_has_protected_selected(ob, 1)) return; pchanact= pchan; i= BLI_countlist(&(pchanact->constraints)); /* if there are 24 or less, allow for the user to select constraints */ if (i<25) nr= pupmenu("Copy Pose Attributes %t|Location%x1|Rotation%x2|Size%x3|Constraints (All)%x4|Constraints...%x5|Transform Locks%x6|IK Limits%x7|Bone Shape%x8"); else nr= pupmenu("Copy Pose Attributes %t|Location%x1|Rotation%x2|Size%x3|Constraints (All)%x4|Transform Locks%x6|IK Limits%x7|Bone Shape%x8"); if(nr==-1) return; if(nr!=5) { for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) { if( (arm->layer & pchan->bone->layer) && (pchan->bone->flag & BONE_SELECTED) && (pchan!=pchanact) ) { switch (nr) { case 1: VECCOPY(pchan->loc, pchanact->loc); break; case 2: QUATCOPY(pchan->quat, pchanact->quat); break; case 3: VECCOPY(pchan->size, pchanact->size); break; case 4: { free_constraints(&pchan->constraints); copy_constraints(&pchan->constraints, &pchanact->constraints); pchan->constflag = pchanact->constflag; } break; case 6: pchan->protectflag = pchanact->protectflag; break; case 7: { pchan->ikflag = pchanact->ikflag; VECCOPY(pchan->limitmin, pchanact->limitmin); VECCOPY(pchan->limitmax, pchanact->limitmax); VECCOPY(pchan->stiffness, pchanact->stiffness); pchan->ikstretch= pchanact->ikstretch; } break; case 8: pchan->custom = pchanact->custom; break; } } } } else { /* constraints, optional */ bConstraint *con, *con_back; int const_toggle[24]; ListBase const_copy={0, 0}; duplicatelist (&const_copy, &(pchanact->constraints)); /* build the puplist of constraints */ for (con = pchanact->constraints.first, i=0; con; con=con->next, i++){ const_toggle[i]= 1; add_numbut(i, TOG|INT, con->name, 0, 0, &(const_toggle[i]), ""); } if (!do_clever_numbuts("Select Constraints", i, REDRAW)) { BLI_freelistN(&const_copy); return; } /* now build a new listbase from the options selected */ for (i=0, con=const_copy.first; con; i++) { if (!const_toggle[i]) { con_back= con->next; BLI_freelinkN(&const_copy, con); con= con_back; } else { con= con->next; } } /* Copy the temo listbase to the selected posebones */ for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) { if( (arm->layer & pchan->bone->layer) && (pchan->bone->flag & BONE_SELECTED) && (pchan!=pchanact) ) { free_constraints(&pchan->constraints); copy_constraints(&pchan->constraints, &const_copy); pchan->constflag = pchanact->constflag; } } BLI_freelistN(&const_copy); update_pose_constraint_flags(ob->pose); /* we could work out the flags but its simpler to do this */ } DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA); // and all its relations allqueue (REDRAWVIEW3D, 0); allqueue (REDRAWBUTSOBJECT, 0); allqueue (REDRAWOOPS, 0); BIF_undo_push("Copy Pose Attributes"); } /* ******************** copy/paste pose ********************** */ static bPose *g_posebuf=NULL; void free_posebuf(void) { if (g_posebuf) { // was copied without constraints BLI_freelistN (&g_posebuf->chanbase); MEM_freeN (g_posebuf); } g_posebuf=NULL; } void copy_posebuf (void) { Object *ob= OBACT; if (!ob || !ob->pose){ error ("No Pose"); return; } free_posebuf(); set_pose_keys(ob); // sets chan->flag to POSE_KEY if bone selected copy_pose(&g_posebuf, ob->pose, 0); } void paste_posebuf (int flip) { Object *ob= OBACT; bPoseChannel *chan, *pchan; float eul[4]; char name[32]; if (!ob || !ob->pose) return; if (!g_posebuf){ error ("Copy buffer is empty"); return; } /* Safely merge all of the channels in this pose into any existing pose */ for (chan=g_posebuf->chanbase.first; chan; chan=chan->next){ if (chan->flag & POSE_KEY) { BLI_strncpy(name, chan->name, sizeof(name)); if (flip) bone_flip_name (name, 0); // 0 = don't strip off number extensions /* only copy when channel exists, poses are not meant to add random channels to anymore */ pchan= get_pose_channel(ob->pose, name); if(pchan) { /* only loc rot size */ /* only copies transform info for the pose */ VECCOPY(pchan->loc, chan->loc); VECCOPY(pchan->size, chan->size); QUATCOPY(pchan->quat, chan->quat); pchan->flag= chan->flag; if (flip){ pchan->loc[0]*= -1; QuatToEul(pchan->quat, eul); eul[1]*= -1; eul[2]*= -1; EulToQuat(eul, pchan->quat); } if (G.flags & G_RECORDKEYS){ ID *id= &ob->id; /* Set keys on pose */ if (chan->flag & POSE_ROT){ insertkey(id, ID_PO, pchan->name, NULL, AC_QUAT_X); insertkey(id, ID_PO, pchan->name, NULL, AC_QUAT_Y); insertkey(id, ID_PO, pchan->name, NULL, AC_QUAT_Z); insertkey(id, ID_PO, pchan->name, NULL, AC_QUAT_W); } if (chan->flag & POSE_SIZE){ insertkey(id, ID_PO, pchan->name, NULL, AC_SIZE_X); insertkey(id, ID_PO, pchan->name, NULL, AC_SIZE_Y); insertkey(id, ID_PO, pchan->name, NULL, AC_SIZE_Z); } if (chan->flag & POSE_LOC){ insertkey(id, ID_PO, pchan->name, NULL, AC_LOC_X); insertkey(id, ID_PO, pchan->name, NULL, AC_LOC_Y); insertkey(id, ID_PO, pchan->name, NULL, AC_LOC_Z); } } } } } /* Update event for pose and deformation children */ DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA); if (G.flags & G_RECORDKEYS) { remake_action_ipos(ob->action); allqueue (REDRAWIPO, 0); allqueue (REDRAWVIEW3D, 0); allqueue (REDRAWACTION, 0); allqueue(REDRAWNLA, 0); } else { /* need to trick depgraph, action is not allowed to execute on pose */ where_is_pose(ob); ob->recalc= 0; } BIF_undo_push("Paste Action Pose"); } /* ********************************************** */ struct vgroup_map { float head[3], tail[3]; Bone *bone; bDeformGroup *dg, *dgflip; Object *meshobj; }; static void pose_adds_vgroups__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s) { struct vgroup_map *map= userData; float vec[3], fac; VECCOPY(vec, co); Mat4MulVecfl(map->meshobj->obmat, vec); /* get the distance-factor from the vertex to bone */ fac= distfactor_to_bone (vec, map->head, map->tail, map->bone->rad_head, map->bone->rad_tail, map->bone->dist); /* add to vgroup. this call also makes me->dverts */ if(fac!=0.0f) add_vert_to_defgroup (map->meshobj, map->dg, index, fac, WEIGHT_REPLACE); else remove_vert_defgroup (map->meshobj, map->dg, index); if(map->dgflip) { int j= mesh_get_x_mirror_vert(map->meshobj, index); if(j>=0) { if(fac!=0.0f) add_vert_to_defgroup (map->meshobj, map->dgflip, j, fac, WEIGHT_REPLACE); else remove_vert_defgroup (map->meshobj, map->dgflip, j); } } } /* context weightpaint and deformer in posemode */ void pose_adds_vgroups(Object *meshobj) { extern VPaint Gwp; /* from vpaint */ struct vgroup_map map; DerivedMesh *dm; Object *poseobj= modifiers_isDeformedByArmature(meshobj); bArmature *arm= poseobj->data; bPoseChannel *pchan; Bone *bone; bDeformGroup *dg, *curdef; if(poseobj==NULL || (poseobj->flag & OB_POSEMODE)==0) return; dm = mesh_get_derived_final(meshobj, CD_MASK_BAREMESH); map.meshobj= meshobj; for(pchan= poseobj->pose->chanbase.first; pchan; pchan= pchan->next) { bone= pchan->bone; if(arm->layer & pchan->bone->layer) { if(bone->flag & (BONE_SELECTED)) { /* check if mesh has vgroups */ dg= get_named_vertexgroup(meshobj, bone->name); if(dg==NULL) dg= add_defgroup_name(meshobj, bone->name); /* flipped bone */ if(Gwp.flag & VP_MIRROR_X) { char name[32]; BLI_strncpy(name, dg->name, 32); bone_flip_name(name, 0); // 0 = don't strip off number extensions for (curdef = meshobj->defbase.first; curdef; curdef=curdef->next) if (!strcmp(curdef->name, name)) break; map.dgflip= curdef; } else map.dgflip= NULL; /* get the root of the bone in global coords */ VECCOPY(map.head, bone->arm_head); Mat4MulVecfl(poseobj->obmat, map.head); /* get the tip of the bone in global coords */ VECCOPY(map.tail, bone->arm_tail); Mat4MulVecfl(poseobj->obmat, map.tail); /* use the optimal vertices instead of mverts */ map.dg= dg; map.bone= bone; if(dm->foreachMappedVert) dm->foreachMappedVert(dm, pose_adds_vgroups__mapFunc, (void*) &map); else { Mesh *me= meshobj->data; int i; for(i=0; itotvert; i++) pose_adds_vgroups__mapFunc(&map, i, (me->mvert+i)->co, NULL, NULL); } } } } dm->release(dm); allqueue(REDRAWVIEW3D, 0); allqueue(REDRAWBUTSEDIT, 0); DAG_object_flush_update(G.scene, meshobj, OB_RECALC_DATA); // and all its relations } /* ********************************************** */ /* context active object */ void pose_flip_names(void) { Object *ob= OBACT; bArmature *arm= ob->data; bPoseChannel *pchan; char newname[32]; /* paranoia checks */ if(!ob && !ob->pose) return; if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return; if(pose_has_protected_selected(ob, 0)) return; for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) { if(arm->layer & pchan->bone->layer) { if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) { BLI_strncpy(newname, pchan->name, sizeof(newname)); bone_flip_name(newname, 1); // 1 = do strip off number extensions armature_bone_rename(ob->data, pchan->name, newname); } } } allqueue(REDRAWVIEW3D, 0); allqueue(REDRAWBUTSEDIT, 0); allqueue(REDRAWBUTSOBJECT, 0); allqueue (REDRAWACTION, 0); allqueue(REDRAWOOPS, 0); BIF_undo_push("Flip names"); } /* context active object, or weightpainted object with armature in posemode */ void pose_activate_flipped_bone(void) { Object *ob= OBACT; bArmature *arm= ob->data; if(ob==NULL) return; if(G.f & G_WEIGHTPAINT) { ob= modifiers_isDeformedByArmature(ob); } if(ob && (ob->flag & OB_POSEMODE)) { bPoseChannel *pchan, *pchanf; for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) { if(arm->layer & pchan->bone->layer) { if(pchan->bone->flag & BONE_ACTIVE) break; } } if(pchan) { char name[32]; BLI_strncpy(name, pchan->name, 32); bone_flip_name(name, 1); // 0 = do not strip off number extensions pchanf= get_pose_channel(ob->pose, name); if(pchanf && pchanf!=pchan) { pchan->bone->flag &= ~(BONE_SELECTED|BONE_ACTIVE); pchanf->bone->flag |= (BONE_SELECTED|BONE_ACTIVE); /* in weightpaint we select the associated vertex group too */ if(G.f & G_WEIGHTPAINT) { vertexgroup_select_by_name(OBACT, name); DAG_object_flush_update(G.scene, OBACT, OB_RECALC_DATA); } select_actionchannel_by_name(ob->action, name, 1); allqueue(REDRAWVIEW3D, 0); allqueue(REDRAWACTION, 0); allqueue(REDRAWIPO, 0); /* To force action/constraint ipo update */ allqueue(REDRAWBUTSEDIT, 0); allqueue(REDRAWBUTSOBJECT, 0); allqueue(REDRAWOOPS, 0); } } } } void pose_movetolayer(void) { Object *ob= OBACT; bArmature *arm; short lay= 0; if(ob==NULL) return; arm= ob->data; if(G.qual & LR_SHIFTKEY) { lay= arm->layer; if( movetolayer_short_buts(&lay, "Armature Layers")==0 ) return; if(lay==0) return; arm->layer= lay; if(ob->pose) ob->pose->proxy_layer= lay; allqueue(REDRAWVIEW3D, 0); allqueue(REDRAWACTION, 0); allqueue(REDRAWBUTSEDIT, 0); } else if(ob->flag & OB_POSEMODE) { bPoseChannel *pchan; if(pose_has_protected_selected(ob, 0)) return; for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) { if(arm->layer & pchan->bone->layer) { if(pchan->bone->flag & BONE_SELECTED) lay |= pchan->bone->layer; } } if(lay==0) return; if( movetolayer_short_buts(&lay, "Bone Layers")==0 ) return; if(lay==0) return; for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) { if(arm->layer & pchan->bone->layer) { if(pchan->bone->flag & BONE_SELECTED) pchan->bone->layer= lay; } } BIF_undo_push("Move Bone layer"); allqueue(REDRAWVIEW3D, 0); allqueue(REDRAWACTION, 0); allqueue(REDRAWBUTSEDIT, 0); } }