diff options
author | Cody Winchester <CodyWinch> | 2020-02-12 12:18:52 +0300 |
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committer | Bastien Montagne <b.mont29@gmail.com> | 2020-02-12 12:18:52 +0300 |
commit | 1f28af6a79994154a66a341baea6b43441e3c395 (patch) | |
tree | 30281342ed9fafae55248fde82d5206486c51961 | |
parent | cc6defa24456783c90cd4fea65111ff95aaec666 (diff) |
Modifiers: Fix bug where UVWarp Modifier would try to get bone matrix from a non armature object
There is a bug where the UVWarp modifier will stop working if an armature bone is set as the Bone To target and then later changed to a non armature object without clearing the Bone To string property. The modifier will still think it is needing a bone matrix and not properly use the object matrix.
A simple fix by adding a check for the object being an armature as well as the bonename string being set.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D6809
-rw-r--r-- | source/blender/modifiers/intern/MOD_uvwarp.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/modifiers/intern/MOD_uvwarp.c b/source/blender/modifiers/intern/MOD_uvwarp.c index 140da695ca7..dd9787c3c0b 100644 --- a/source/blender/modifiers/intern/MOD_uvwarp.c +++ b/source/blender/modifiers/intern/MOD_uvwarp.c @@ -226,7 +226,7 @@ static void uv_warp_deps_object_bone_new(struct DepsNodeHandle *node, const char *bonename) { if (object != NULL) { - if (bonename[0]) { + if (object->type == OB_ARMATURE && bonename[0]) { DEG_add_object_relation(node, object, DEG_OB_COMP_EVAL_POSE, "UVWarp Modifier"); } else { |