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() _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs