Step 3/3, merging subdivision/bone creation methods using iterators
authorMartin Poirier <theeth@yahoo.com>
Sat, 29 Nov 2008 20:37:10 +0000 (20:37 +0000)
committerMartin Poirier <theeth@yahoo.com>
Sat, 29 Nov 2008 20:37:10 +0000 (20:37 +0000)
commite2fb12ea18b4be8159fa14252af537d7dc01f585
treec5eea0fac47da7b36c725c61bb87ca58b221803e
parentd467158158b92ac9e92482db00ee51b2c16597f3
Step 3/3, merging subdivision/bone creation methods using iterators

This also adds a special Embedding option called "Peel Objects". This option makes the embedding snap consider objects as whole, taking the first and last hit of each of them to calculate the embedding point (instead of peeling with first/second, third/fourth and so on). This option is useful if you have mecanical pieces with lots of details (as single objects) and want to put bones in the middle (think of adding bones to a mecha, for example).
source/blender/blenlib/BLI_graph.h
source/blender/blenlib/intern/graph.c
source/blender/include/BIF_generate.h [new file with mode: 0644]
source/blender/include/reeb.h
source/blender/makesdna/DNA_scene_types.h
source/blender/src/drawview.c
source/blender/src/editarmature.c
source/blender/src/editarmature_generate.c [new file with mode: 0644]
source/blender/src/editarmature_retarget.c
source/blender/src/editarmature_sketch.c
source/blender/src/reeb.c