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authorCampbell Barton <ideasman42@gmail.com>2019-07-18 08:03:02 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-07-18 08:40:52 +0300
commit8a083ef3b789d31d2f5a5f561ddfb39aac68bffa (patch)
tree8d7822bb1b8cddab7334d0e4b601f14bf43541eb
parent0b4c0472a3aac40a77ea97485755bc79880d80b9 (diff)
Fix weight paint mode setting with multiple armatures
Selecting multiple armature objects and entering weight paint mode wasn't working. Entering weight + pose modes at once was only done when object mode locking was enabled. Now it's done even when mode-locking is off - because it's still inconvenient to setup and useful default behavior. Resolves issues raised by T66949
-rw-r--r--source/blender/editors/sculpt_paint/paint_vertex.c52
1 files changed, 41 insertions, 11 deletions
diff --git a/source/blender/editors/sculpt_paint/paint_vertex.c b/source/blender/editors/sculpt_paint/paint_vertex.c
index 0c08af2b020..980b043bf8b 100644
--- a/source/blender/editors/sculpt_paint/paint_vertex.c
+++ b/source/blender/editors/sculpt_paint/paint_vertex.c
@@ -56,6 +56,7 @@
#include "BKE_paint.h"
#include "BKE_report.h"
#include "BKE_subsurf.h"
+#include "BKE_layer.h"
#include "DEG_depsgraph.h"
@@ -1305,18 +1306,47 @@ static int wpaint_mode_toggle_exec(bContext *C, wmOperator *op)
BKE_paint_toolslots_brush_validate(bmain, &ts->wpaint->paint);
}
- /* When locked, it's almost impossible to select the pose
- * then the object to enter weight paint mode.
+ /* When locked, it's almost impossible to select the pose-object
+ * then the mesh-object to enter weight paint mode.
+ * Even when the object mode is not locked this is inconvenient - so allow in either case.
+ *
* In this case move our pose object in/out of pose mode.
- * This is in fits with the convention of selecting multiple objects and entering a mode. */
- if (scene->toolsettings->object_flag & SCE_OBJECT_MODE_LOCK) {
- Object *ob_arm = modifiers_isDeformedByArmature(ob);
- if (ob_arm && (ob_arm->base_flag & BASE_SELECTED)) {
- if (ob_arm->mode & OB_MODE_POSE) {
- ED_object_posemode_exit_ex(bmain, ob_arm);
- }
- else {
- ED_object_posemode_enter_ex(bmain, ob_arm);
+ * This is in fits with the convention of selecting multiple objects and entering a mode.
+ */
+ {
+ VirtualModifierData virtualModifierData;
+ ModifierData *md = modifiers_getVirtualModifierList(ob, &virtualModifierData);
+ if (md != NULL) {
+ /* Can be NULL. */
+ View3D *v3d = CTX_wm_view3d(C);
+ ViewLayer *view_layer = CTX_data_view_layer(C);
+ for (; md; md = md->next) {
+ if (md->type == eModifierType_Armature) {
+ ArmatureModifierData *amd = (ArmatureModifierData *)md;
+ Object *ob_arm = amd->object;
+ if (ob_arm != NULL) {
+ const Base *base_arm = BKE_view_layer_base_find(view_layer, ob_arm);
+ if (base_arm && BASE_VISIBLE(v3d, base_arm)) {
+ if (is_mode_set) {
+ if ((ob_arm->mode & OB_MODE_POSE) != 0) {
+ ED_object_posemode_exit_ex(bmain, ob_arm);
+ }
+ }
+ else {
+ /* Only check selected status when entering weight-paint mode
+ * because we may have multiple armature objects.
+ * Selecting one will de-select the other, which would leave it in pose-mode
+ * when exiting weight paint mode. While usable, this looks like inconsistent
+ * behavior from a user perspective. */
+ if (base_arm->flag & BASE_SELECTED) {
+ if ((ob_arm->mode & OB_MODE_POSE) == 0) {
+ ED_object_posemode_enter_ex(bmain, ob_arm);
+ }
+ }
+ }
+ }
+ }
+ }
}
}
}