Autoskinning:
-- added Matt Ebb's menu suggestion -- Maybe it so the 'empty'/'name' option is disabled for bones that are of type 'Unskinnable'.
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@@ -2658,12 +2658,14 @@ int bone_looper(Object *ob, Bone *bone, void *data,
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int add_defgroup_unique_bone(Object *ob, Bone *bone, void *data) {
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int add_defgroup_unique_bone(Object *ob, Bone *bone, void *data) {
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/* This group creates a vertex group to ob that has the
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/* This group creates a vertex group to ob that has the
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* same name as bone. Is such a vertex group aleady exist
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* same name as bone (provided the bone is skinnable).
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* the routine exits.
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* If such a vertex group aleady exist the routine exits.
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*/
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*/
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if (!get_named_vertexgroup(ob,bone->name)) {
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if ( bone_skinnable(ob, bone, NULL) ) {
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add_defgroup_name(ob, bone->name);
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if (!get_named_vertexgroup(ob,bone->name)) {
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return 1;
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add_defgroup_name(ob, bone->name);
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return 1;
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}
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}
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}
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return 0;
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return 0;
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}
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}
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@@ -2925,8 +2927,10 @@ void create_vgroups_from_armature(Object *ob, Object *par)
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/* Prompt the user on whether/how they want the vertex groups
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/* Prompt the user on whether/how they want the vertex groups
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* added to the child mesh */
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* added to the child mesh */
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mode= pupmenu("Vertex Groups from Bones? %t|No Thanks %x1|Empty %x2|"
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mode= pupmenu("Create Vertex Groups? %t|"
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"Closest Bone %x3");
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"Don't Create Groups %x1|"
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"Name Groups %x2|"
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"Create From Closest Bones %x3");
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switch (mode){
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switch (mode){
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case 2:
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case 2:
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/* Traverse the bone list, trying to create empty vertex
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/* Traverse the bone list, trying to create empty vertex
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