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author | Mitchell Stokes <mogurijin@gmail.com> | 2014-07-01 07:59:15 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2014-07-01 08:00:46 +0400 |
commit | c92c3ef61132b7116b55a883cbcfd08f7225aaa0 (patch) | |
tree | 3f21723db0aff42121febb2fb0c0d8f641ccfacd | |
parent | 2e840e56cfce44c93576085170d46373934cbebd (diff) |
Fix T40761: Bone constraints broken in the BGE
Extra bonus: calculating bone constraints now happens parallel!
-rw-r--r-- | source/gameengine/Converter/BL_ArmatureObject.cpp | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp index 0392280444d..e11bc84a0da 100644 --- a/source/gameengine/Converter/BL_ArmatureObject.cpp +++ b/source/gameengine/Converter/BL_ArmatureObject.cpp @@ -319,6 +319,10 @@ void BL_ArmatureObject::LoadConstraints(KX_BlenderSceneConverter* converter) } } } + + // If we have constraints, make sure we get treated as an "animated" object + if (m_constraintNumber > 0) + GetActionManager(); } BL_ArmatureConstraint* BL_ArmatureObject::GetConstraint(const char* posechannel, const char* constraintname) |