New! When weight-painting a Mesh, and select a Bone, you can use transform
options on the Bone (G, R, S). The manipulator doesn't show btw. Is usful to get immediate feedback on how painted weights behave with Bones. Martin; I had to change the T_POSE behaviour in code a bit... it now stores in TransInfo the actual posed armature being transformed. Maybe, some day, we'll get mixed posechannel/object transform? Not much required at the moment though. :)
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@@ -1266,10 +1266,14 @@ void mouse_select(void)
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}
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if(has_bones && basact) {
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if( do_pose_selectbuffer(basact, buffer, hits) ) { // bone found
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if( do_pose_selectbuffer(basact, buffer, hits) ) { // then bone is found
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/* in weightpaint, we use selected bone to select vertexgroup, so no switch to new active object */
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if(G.f & G_WEIGHTPAINT) {
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/* we make the armature selected */
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basact->flag|= SELECT;
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basact->object->flag= basact->flag;
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/* prevent activating */
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basact= NULL;
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}
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}
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