Commit: bc291524e828c61c443f6fbdf8c043f382d87805
Author: Joshua Leung
Date:   Thu Jan 8 23:26:39 2015 +1300
Branches: depsgraph_refactor
https://developer.blender.org/rBbc291524e828c61c443f6fbdf8c043f382d87805

Depsgraph: Drivers on armature-obdata were getting added twice, causing 
redundant errors to be printed

===================================================================

M       source/blender/depsgraph/intern/depsgraph_build_nodes.cpp

===================================================================

diff --git a/source/blender/depsgraph/intern/depsgraph_build_nodes.cpp 
b/source/blender/depsgraph/intern/depsgraph_build_nodes.cpp
index 7f20537..13c053d 100644
--- a/source/blender/depsgraph/intern/depsgraph_build_nodes.cpp
+++ b/source/blender/depsgraph/intern/depsgraph_build_nodes.cpp
@@ -546,19 +546,23 @@ void DepsgraphNodeBuilder::build_rig(Scene *scene, Object 
*ob)
 {
        bArmature *arm = (bArmature *)ob->data;
 
-       /* Rbuild pose if not up to date. */
-       if (ob->pose == NULL || (ob->pose->flag & POSE_RECALC)) {
-               BKE_pose_rebuild(ob, arm);
-       }
-
-       // TODO: bone names?
        /* animation and/or drivers linking posebones to base-armature used to 
define them 
         * NOTE: AnimData here is really used to control animated deform 
properties, 
         *       which ideally should be able to be unique across different 
instances.
         *       Eventually, we need some type of proxy/isolation mechanism 
inbetween here
         *       to ensure that we can use same rig multiple times in same 
scene...
+        *
+        *       However, since the armature is obdata, it's drivers have 
already been added
+        *       before this function was called, so nothing needs to happen 
here...
         */
-       build_animdata(&arm->id);
+       /* build_animdata(&arm->id); */
+
+       
+       /* Rebuild pose if not up to date. */
+       if (ob->pose == NULL || (ob->pose->flag & POSE_RECALC)) {
+               BKE_pose_rebuild(ob, arm);
+       }
+
        
        /* == Pose Rig Graph ==
         * Pose Component:

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