- Amsterdam, Netherlands
- https://cessen.com
-
Animator, rigger, and software developer. Currently working at the Blender Institute as a developer on Blender's animation system.
Been using Blender since 1998, and worked on Big Buck Bunny and Sintel (two of Blender's open movie projects).
- Joined on
2003-03-21
I think it's fine to wrap these two function declarations in a #ifdef __cplusplus block.
Additionally had to move it out of the extern C
block, which makes sense.
Apparently that doesn't work, because it's treated as a function prototype. The correct initialization is apparently just:
blender::Map<BoneCollection *, BoneCollection *> bcoll_map;
Whi…
Ah, that's my rusty (pun intended) C++ showing through. I forgot you could even initialize things that way in C++. Thanks!
Ah, very good point. Indeed, it's not obvious that the list won't always be empty. I'll add that in the comment.
That's a good question. And it does give me a bit of pause if this is actually what we want to proceed with, rather than e.g. waiting to just get rid of the edit mode data structures entirely. …
I think the main point of armature edit data is that it is not hierarchical, i.e. bone coordinates are stored relative to the armature rather than the parent bone, and thus bones can be easily…
Yeah, I'm not totally sure what the right tag(s) are for this.
In this case, I am one of the devs. I've assigned to myself, since @Eary is no longer available.