Another bugfix for Fill Bone Between Joints. Changed the order that bones are created...
authorJoshua Leung <aligorith@gmail.com>
Thu, 29 May 2008 06:14:53 +0000 (06:14 +0000)
committerJoshua Leung <aligorith@gmail.com>
Thu, 29 May 2008 06:14:53 +0000 (06:14 +0000)
source/blender/src/editarmature.c

index a68503b0d06a759b17a236e75f7b4b6f294e509f..39f93510358318ff5565e9357e6b06e197453ace 100644 (file)
@@ -2443,11 +2443,11 @@ void fill_bones_armature(void)
                }
                
                /* assign head/tail combinations */
-               if (headtail == 1) {
+               if (headtail == 2) {
                        VECCOPY(head, ebp->vec);
                        VECCOPY(tail, ebp2->vec);
                }
-               else if (headtail == 2) {
+               else if (headtail == 1) {
                        VECCOPY(head, ebp2->vec);
                        VECCOPY(tail, ebp->vec);
                }
@@ -2457,7 +2457,7 @@ void fill_bones_armature(void)
                        newbone= add_points_bone(head, tail);
                        
                        /* do parenting (will need to set connected flag too) */
-                       if (headtail == 1) {
+                       if (headtail == 2) {
                                /* ebp tail or head - tail gets priority */
                                if (ebp->tail_owner)
                                        newbone->parent= ebp->tail_owner;