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authorMitchell Stokes <mogurijin@gmail.com>2014-07-01 07:59:15 +0400
committerMitchell Stokes <mogurijin@gmail.com>2014-07-01 08:00:46 +0400
commitc92c3ef61132b7116b55a883cbcfd08f7225aaa0 (patch)
tree3f21723db0aff42121febb2fb0c0d8f641ccfacd
parent2e840e56cfce44c93576085170d46373934cbebd (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.cpp4
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)