void ED_armature_transform(Main *bmain, bArmature *arm, float mat[4][4], const bool do_props) { if (arm->edbo) { ED_armature_transform_bones(arm, mat, do_props); } else { /* Put the armature into editmode */ ED_armature_to_edit(arm); /* Transform the bones */ ED_armature_transform_bones(arm, mat, do_props); /* Go back to object mode*/ ED_armature_from_edit(bmain, arm); ED_armature_edit_free(arm); } }
void ED_armature_transform(struct bArmature *arm, float mat[4][4]) { if (arm->edbo) { ED_armature_transform_bones(arm, mat); } else { /* Put the armature into editmode */ ED_armature_to_edit(arm); /* Transform the bones */ ED_armature_transform_bones(arm, mat); /* Go back to object mode*/ ED_armature_from_edit(arm); ED_armature_edit_free(arm); } }
void ED_armature_transform_apply(Main *bmain, Object *ob, float mat[4][4], const bool do_props) { bArmature *arm = ob->data; /* Put the armature into editmode */ ED_armature_to_edit(arm); /* Transform the bones */ ED_armature_transform_bones(arm, mat, do_props); /* Turn the list into an armature */ ED_armature_from_edit(bmain, arm); ED_armature_edit_free(arm); }
void ED_armature_apply_transform(Object *ob, float mat[4][4]) { bArmature *arm = ob->data; /* Put the armature into editmode */ ED_armature_to_edit(arm); /* Transform the bones */ ED_armature_transform_bones(arm, mat); /* Turn the list into an armature */ ED_armature_from_edit(arm); ED_armature_edit_free(arm); }