Commit: c92c3ef61132b7116b55a883cbcfd08f7225aaa0
Author: Mitchell Stokes
Date: Mon Jun 30 20:59:15 2014 -0700
https://developer.blender.org/rBc92c3ef61132b7116b55a883cbcfd08f7225aaa0
Fix T40761: Bone constraints broken in the BGE
Extra bonus: calculating bone constraints now happens parallel!
===================================================================
M source/gameengine/Converter/BL_ArmatureObject.cpp
===================================================================
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp
b/source/gameengine/Converter/BL_ArmatureObject.cpp
index 0392280..e11bc84 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.cpp
+++ b/source/gameengine/Converter/BL_ArmatureObject.cpp
@@ -319,6 +319,10 @@ void
BL_ArmatureObject::LoadConstraints(KX_BlenderSceneConverter* converter)
}
}
}
+
+ // If we have constraints, make sure we get treated as an "animated"
object
+ if (m_constraintNumber > 0)
+ GetActionManager();
}
BL_ArmatureConstraint* BL_ArmatureObject::GetConstraint(const char*
posechannel, const char* constraintname)
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