EditMode armature: mirrored editing feature.
- Option is in EditButtons, Armature panel. - Currently only local X-axis mirror (seems to be default anyway) - Transform then applies changes to the mirrored-name bone as well. - Extrude: also does the counterpart Bone - New: SHIFT+E extrude: extrudes 2 mirrored Bones out of a normal Bone. (creating names by appening _L and _R) Or in short: you can now model a full rig without any manual naming! Of course the names are not too nice... a couple of ideas to explore; - rename a mirrored bone renames counterpart too - allow in weightpaint mode to select Bones - and of course mirrored edit in PoseMode (if that's useful...) Important note: I tweaked the naming convention a bit; names like Bone_L.005 and Bone_R.005 are considered counterparts. However, if you use the "Flip names" option, the number extension is still truncated. BTW: Commits in Zr's code are fixes for gcc warnings. :)
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@@ -1184,7 +1184,7 @@ static void winqreadview3dspace(ScrArea *sa, void *spacedata, BWinEvent *evt)
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else if(G.obedit->type==OB_SURF)
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extrude_nurb();
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else if(G.obedit->type==OB_ARMATURE)
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extrude_armature();
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extrude_armature(0);
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}
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}
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else if (G.qual==LR_CTRLKEY) {
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@@ -1196,6 +1196,9 @@ static void winqreadview3dspace(ScrArea *sa, void *spacedata, BWinEvent *evt)
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initTransform(TFM_CREASE, CTX_EDGE);
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Transform();
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}
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else if (G.obedit && G.obedit->type==OB_ARMATURE) {
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extrude_armature(1);
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}
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}
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break;
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case FKEY:
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