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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