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. :)
This commit is contained in:
2005-08-16 10:17:02 +00:00
parent f1609dde11
commit b45ecb43ef
6 changed files with 72 additions and 41 deletions

View File

@@ -1266,10 +1266,14 @@ void mouse_select(void)
}
if(has_bones && basact) {
if( do_pose_selectbuffer(basact, buffer, hits) ) { // bone found
if( do_pose_selectbuffer(basact, buffer, hits) ) { // then bone is found
/* in weightpaint, we use selected bone to select vertexgroup, so no switch to new active object */
if(G.f & G_WEIGHTPAINT) {
/* we make the armature selected */
basact->flag|= SELECT;
basact->object->flag= basact->flag;
/* prevent activating */
basact= NULL;
}
}