Commit: 6c74d8b00d3de8f0c1242c108f94e463970077f4
Author: Sergey Sharybin
Date: Thu Feb 26 21:17:06 2015 +0500
Branches: depsgraph_refactor
https://developer.blender.org/rB6c74d8b00d3de8f0c1242c108f94e463970077f4
Depsgraph: Fix bad memory access in animation for proxy armatures
===================================================================
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 de9055d..8f9e837 100644
--- a/source/blender/depsgraph/intern/depsgraph_build_nodes.cpp
+++ b/source/blender/depsgraph/intern/depsgraph_build_nodes.cpp
@@ -241,9 +241,6 @@ void DepsgraphNodeBuilder::build_object(Scene *scene, Base
*base, Object *ob)
/* standard components */
build_object_transform(scene, ob);
- /* AnimData */
- build_animdata(&ob->id);
-
/* object data */
if (ob->data) {
ID *obdata = (ID *)ob->data;
@@ -291,6 +288,14 @@ void DepsgraphNodeBuilder::build_object(Scene *scene, Base
*base, Object *ob)
}
}
+ /* Build animation data,
+ *
+ * Do it now because it's possible object data will affect
+ * on object's level animation, for example in case of rebuilding
+ * pose for proxy.
+ */
+ build_animdata(&ob->id);
+
/* particle systems */
if (ob->particlesystem.first) {
build_particles(ob);
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