Ton Roosendaal 9e05d6efb5 Armature "Envelope" editing.
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.
2005-08-19 12:35:15 +00:00
2005-01-05 10:27:48 +00:00
2005-06-06 12:18:44 +00:00
2005-08-04 16:05:28 +00:00
2003-09-08 12:13:54 +00:00
2005-08-06 22:00:21 +00:00
2005-08-01 03:06:24 +00:00
2005-08-19 12:35:15 +00:00
2004-08-24 02:51:07 +00:00
2005-08-12 21:41:22 +00:00

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---------------------.Blanguages and the .blender directory---------------------

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