Commit: bf157ce9277ba1011a6e317c7629bab0dd8c36a5
Author: Sybren A. Stüvel
Date:   Sun Feb 15 02:00:25 2015 +0100
Branches: master
https://developer.blender.org/rBbf157ce9277ba1011a6e317c7629bab0dd8c36a5

Fix T42919 & T42218: BGE: Python-driven armature animation got buggy

Due to changes in the way animation updates were handled,
BL_ArmatureObjects were no longer registering to KX_Scene as animated.

Moguri says: It might have been relying on the deformer update which
moved rom being called on every object in the render step. Now
armature deformers are only updated if they need to be.

Fix T42919 & Fix T42218

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

M       source/gameengine/Converter/BL_ArmatureObject.cpp

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

diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp 
b/source/gameengine/Converter/BL_ArmatureObject.cpp
index e01130a..bc2fc01 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.cpp
+++ b/source/gameengine/Converter/BL_ArmatureObject.cpp
@@ -234,6 +234,9 @@ BL_ArmatureObject::BL_ArmatureObject(
     // need this to get iTaSC working ok in the BGE
     m_pose->flag |= POSE_GAME_ENGINE;
        memcpy(m_obmat, m_objArma->obmat, sizeof(m_obmat));
+
+       // The side-effect of this method registers this object as "animatable" 
with the KX_Scene.
+       GetActionManager();
 }
 
 BL_ArmatureObject::~BL_ArmatureObject()

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