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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