thanks
also wanted to note, when I said to "ignore the lines", here's why
^it displays the bone parent/child relations in negative color (I figured out how to do it easily)
code from the bone display-list function:
those lines were the bone-tails, which were meant to display bone rotation and scale.
while 3.0a now currently has bone head/tail settings, displaying that data is still not well known.
(3.0a's interface is scrap for just that reason, the data handled must be in world relation for everything)
also wanted to note, when I said to "ignore the lines", here's why
^it displays the bone parent/child relations in negative color (I figured out how to do it easily)
code from the bone display-list function:
Code:
__GL.glEnable(__GL.GL_LINE_STIPPLE)
__GL.glLineStipple(1, 0xF0F0) # [1]
__GL.glLineWidth(1.5)
#invert color here:
__GL.glEnable(__GL.GL_COLOR_LOGIC_OP)
__GL.glLogicOp(__GL.GL_INVERT)
__GL.glBegin(__GL.GL_LINES)
__GL.glVertex3f(CBL[0]*CBS[0],CBL[1]*CBS[1],CBL[2]*CBS[2])
__GL.glVertex3f(PBL[0]*PBS[0],PBL[1]*PBS[1],PBL[2]*PBS[2])
__GL.glEnd()
__GL.glDisable(GL_LINE_STIPPLE)
__GL.glDisable(__GL.GL_COLOR_LOGIC_OP)
those lines were the bone-tails, which were meant to display bone rotation and scale.
while 3.0a now currently has bone head/tail settings, displaying that data is still not well known.
(3.0a's interface is scrap for just that reason, the data handled must be in world relation for everything)