More armature goodies;
The B-Bones!
(where the B can be read as 'block' or 'bezier' or 'b-spline')
- set option on/off in edit buttons, armature panel
- scaling of B-bones only works in editmode, use ALT+S to make bones fatter
or thinner. Also works for constrainted transform
- In pose mode, you now have a buttons panel with per-bone settings too
Here you can find the "segments" button, which allows bones to
interpolate between previous/next bones, including roll.
- Buttons to control interpolation ("In" and "Out" are disabled, doesn't
work satisfying yet
NOTE: this doesn't give deform yet! Main purpose for now is to test if this
drawing method serves to animate/pose armatures well.
Still need to review proper interpolation methods... maybe bezier is too
limited.
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@@ -64,8 +64,10 @@ typedef struct EditBone
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for pose element, rather than trying to use the existing transObject
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system?
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*/
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float dist, weight, length;
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short boneclass;
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float dist, weight;
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float xwidth, length, zwidth; /* put them in order! transform uses this as scale */
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float ease1, ease2;
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short boneclass, segments;
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} EditBone;
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@@ -50,6 +50,7 @@
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#define TFM_PUSHPULL 12
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#define TFM_CREASE 13
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#define TFM_MIRROR 14
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#define TFM_BONESIZE 15
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/* TRANSFORM CONTEXTS */
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#define CTX_NONE 0
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@@ -246,6 +246,9 @@ int PushPull(TransInfo *t, short mval[2]);
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void initCrease(TransInfo *t);
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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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/*********************** 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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