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authorJens Ole Wund <bjornmose@gmx.net>2012-04-27 15:49:09 +0400
committerJens Ole Wund <bjornmose@gmx.net>2012-04-27 15:49:09 +0400
commit5d6f746c87db0709107a2b416e112fceb46af359 (patch)
treefad993d5c46840f1c86a81da62b619030e4d47d6
parentda1e128d77e4e2932668a06f92ca675b4d899c20 (diff)
Patch by Jose Geraldo Brito
Tracker 31061 It cures the stiff quad option and does not seem to harm. Nowever the stiff quads behave strange in a ngom mesh. I can imagine that other parts in the sofybody module may be broken by the ngon structure. Well ngons and softbodies are not relly friends: negon wants less edges softbodies would work better if more structural edges were possible
-rw-r--r--source/blender/blenkernel/intern/softbody.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c
index 01930cc28da..e3a309fc945 100644
--- a/source/blender/blenkernel/intern/softbody.c
+++ b/source/blender/blenkernel/intern/softbody.c
@@ -78,6 +78,7 @@ variables on the UI for now
#include "BKE_DerivedMesh.h"
#include "BKE_pointcache.h"
#include "BKE_deform.h"
+#include "BKE_mesh.h"
//XXX #include "BIF_editdeform.h"
//XXX #include "BIF_graphics.h"
#include "PIL_time.h"
@@ -3267,6 +3268,7 @@ static void mesh_to_softbody(Scene *scene, Object *ob)
BodyPoint *bp;
BodySpring *bs;
int a, totedge;
+ BKE_mesh_tessface_ensure(me);
if (ob->softflag & OB_SB_EDGES) totedge= me->totedge;
else totedge= 0;