For defining the deformation distances of Bones, three values are being used now. The bone tip and root radius define the bone-shape itself and the "dist" defines the soft area around it. A full (user) doc is in CMS here; http://www.blender3d.org/cms/Armature_Envelopes.647.0.html Note: todo still is allowing both Vertex Deform Groups and these Envelopes together (and or per Bone). Also part of this commit is: - New: Hiding bones in EditMode. This is a separate 'hide flag', so you can keep the PoseMode hidden Bones separate from EditMode. (In the future we should do some kind of bone-grouping or so) - While transform(), the hotkeys G,R,S only switch mode when the previous mode was compatible. Caused conflicts with Crease/BoneDist/etc. - Deleting the last VertexGroup now also deletes the entire Mesh 'dvert' data. Sounds logical, but remember that VertexGroups are partial on a Mesh, partial on Object. Weird design decision though... Anyhoo, at this moment the only way to have Bone Envelopes deform, is by deleting all VertexGroups! - In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope, depending draw type. - In EditMode, Extrude now also works when only Root points were selected. - Weight editing is also symmetrical btw, with the "X-axis Mirror" option set.