Hello,
On 07/20/2010 10:41 AM, Ton Roosendaal wrote:
> Root/tip is used in the armature code, and I expected in RNA too. So,
> docs can use the same.
just talked to Bassam and he's reporting that this kind of
standardization has been done already some time ago, moving all the code
to Head/Tail
Hi,
Root/tip is used in the armature code, and I expected in RNA too. So,
docs can use the same.
-Ton-
Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org
Blender Institute Entrepotdok 57A 1018AD A
On Sat, Jul 17, 2010 at 6:50 PM, Bassam Kurdali wrote:
> -1
> they are all analogies, seems a bit of splitting hairs.
>
> I suspect the problems here have a lot to do with many of the Blender
people not being native speakers. I think it should be kept simple and I see
no problem with root and tip
-1
they are all analogies, seems a bit of splitting hairs.
On Sat, 2010-07-17 at 09:35 -0500, Mike Belanger wrote:
> That actually makes sense. I few times I've been confused over Head/Tail.
>
> And hair, grass have Roots > Tips, so I think the analogy makes sense.
> Maybe Start > End too.
>
>
That actually makes sense. I few times I've been confused over Head/Tail.
And hair, grass have Roots > Tips, so I think the analogy makes sense.
Maybe Start > End too.
On Sat, Jul 17, 2010 at 9:04 AM, David Hutto wrote:
> On Sat, Jul 17, 2010 at 9:59 AM, mindrones wrote:
> > Hi,
> >
> > sinc
On Sat, Jul 17, 2010 at 9:59 AM, mindrones wrote:
> Hi,
>
> since new documentation for rigging, constraints, and animation is going
> to be put in the manual, sometimes ago in #blenderwiki we were talking
> about rigging naming conventions (how to call bone ends) and after some
> debate we ended
Hi,
since new documentation for rigging, constraints, and animation is going
to be put in the manual, sometimes ago in #blenderwiki we were talking
about rigging naming conventions (how to call bone ends) and after some
debate we ended up asking opinions in #blendercoders too.
It seemed that a