Effectors on particle hair can now be applied to the children instead
of the parents, with the "Children" button next to Stiffness.
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@@ -4182,8 +4182,12 @@ static void object_panel_particle_extra(Object *ob)
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buty=butx=160;
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uiDefButI(block, NUM, B_PART_DISTR, "Seed:", butx,(buty-=buth),butw,buth, &psys->seed, 0.0, 255.0, 1, 0, "Set an offset in the random table");
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if(part->type == PART_HAIR && psys->flag & PSYS_EDITED)
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uiDefButF(block, NUM, B_PART_RECALC, "Stiff:", butx,(buty-=buth),butw,buth, &part->eff_hair, 0.0, 1.0, 0, 0, "Hair stiffness for effectors");
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if(part->type == PART_HAIR && psys->flag & PSYS_EDITED) {
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uiBlockBeginAlign(block);
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uiDefButF(block, NUM, B_PART_RECALC, "Stiff:", butx,(buty-=buth),(butw*3)/5,buth, &part->eff_hair, 0.0, 1.0, 0, 0, "Hair stiffness for effectors");
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uiDefButBitI(block, TOG, PART_CHILD_EFFECT, B_PART_RECALC, "Children", butx+(butw*3)/5,buty,(butw*2)/5,buth, &part->flag, 0, 0, 0, 0, "Apply effectors to children");
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uiBlockEndAlign(block);
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}
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else
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buty-=buth;
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