Armature "Envelope" editing.
For defining the deformation distances of Bones, three values are being used now. The bone tip and root radius define the bone-shape itself and the "dist" defines the soft area around it. A full (user) doc is in CMS here; http://www.blender3d.org/cms/Armature_Envelopes.647.0.html Note: todo still is allowing both Vertex Deform Groups and these Envelopes together (and or per Bone). Also part of this commit is: - New: Hiding bones in EditMode. This is a separate 'hide flag', so you can keep the PoseMode hidden Bones separate from EditMode. (In the future we should do some kind of bone-grouping or so) - While transform(), the hotkeys G,R,S only switch mode when the previous mode was compatible. Caused conflicts with Crease/BoneDist/etc. - Deleting the last VertexGroup now also deletes the entire Mesh 'dvert' data. Sounds logical, but remember that VertexGroups are partial on a Mesh, partial on Object. Weird design decision though... Anyhoo, at this moment the only way to have Bone Envelopes deform, is by deleting all VertexGroups! - In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope, depending draw type. - In EditMode, Extrude now also works when only Root points were selected. - Weight editing is also symmetrical btw, with the "X-axis Mirror" option set.
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@@ -254,6 +254,9 @@ int Crease(TransInfo *t, short mval[2]);
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void initBoneSize(TransInfo *t);
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int BoneSize(TransInfo *t, short mval[2]);
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void initBoneEnvelope(TransInfo *t);
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int BoneEnvelope(TransInfo *t, short mval[2]);
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/*********************** transform_conversions.c ********** */
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struct ListBase;
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void count_bone_select(TransInfo *t, struct ListBase *lb, int do_it);
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