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blender-archive/source/blender/include/BIF_poseobject.h
Matt Ebb 2e6a3710bb * Armature hierarchy selection tools
These are for use in pose mode or armature edit mode, to let you quickly traverse up and down a chain of bones. 
It's quite useful for bones that are in hard-to-click places.

The tools are:
*Select parent/child ( [ and ] )
selects the parent or child of the active bone, deselecting the original active bone

* Extend select parent/child (shift [ and shift ] )
selects the parent or child of the active bone, adding to the selection

Thanks to Joshua for reviewing this so promptly!

PS. I'd like to use these [ and ] keys more widely in blender as consistent 'select next / previous' tools. I can imagine it being very useful for a lot of things like keyframes, nodes, mesh edges, etc.
2008-08-04 11:47:17 +00:00

86 lines
2.4 KiB
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/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef BIF_POSEOBJECT
#define BIF_POSEOBJECT
struct Object;
struct bPose;
struct bPoseChannel;
void enter_posemode(void);
void exit_posemode(void);
// sets chan->flag to POSE_KEY if bone selected
void set_pose_keys(struct Object *ob);
struct bPoseChannel *get_active_posechannel (struct Object *ob);
int pose_channel_in_IK_chain(struct Object *ob, struct bPoseChannel *pchan);
/* tools */
void pose_select_constraint_target(void);
void pose_special_editmenu(void);
void pose_add_IK(void);
void pose_clear_IK(void);
void pose_clear_constraints(void);
void pose_copy_menu(void);
void free_posebuf(void);
void copy_posebuf (void);
void paste_posebuf (int flip);
void pose_adds_vgroups(struct Object *meshobj, int heatweights);
void pose_add_posegroup(void);
void pose_remove_posegroup(void);
char *build_posegroups_menustr(struct bPose *pose, short for_pupmenu);
void pose_assign_to_posegroup(short active);
void pose_remove_from_posegroups(void);
void pgroup_operation_with_menu(void);
void pose_select_hierarchy(short direction, short add_to_sel);
void pose_select_grouped(short nr);
void pose_select_grouped_menu(void);
void pose_calculate_path(struct Object *ob);
void pose_recalculate_paths(struct Object *ob);
void pose_clear_paths(struct Object *ob);
void pose_flip_names(void);
void pose_autoside_names(short axis);
void pose_activate_flipped_bone(void);
void pose_movetolayer(void);
void pose_relax(void);
void pose_flipquats(void);
#endif