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authorJoshua Leung <aligorith@gmail.com>2010-03-11 14:15:25 +0300
committerJoshua Leung <aligorith@gmail.com>2010-03-11 14:15:25 +0300
commit6028470a9cb5410328df0d681582144573bbc781 (patch)
tree9c804fa2565ec2ca4498f13c5775066084453b89 /source/blender/blenkernel
parent69a7060678e96b53548a14f22a83510f4d9edcd0 (diff)
Motion Paths + Auto-Keying:
Revised the conditions under which motion paths get recalculated after transforms (when auto-keying is enabled). Now, the type of path display does not matter, but rather that the object/bone in question has any paths at all. This makes animating with these a much smoother experience.
Diffstat (limited to 'source/blender/blenkernel')
-rw-r--r--source/blender/blenkernel/intern/anim.c3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/blenkernel/intern/anim.c b/source/blender/blenkernel/intern/anim.c
index 0aba2d8619d..08c8528384f 100644
--- a/source/blender/blenkernel/intern/anim.c
+++ b/source/blender/blenkernel/intern/anim.c
@@ -208,6 +208,9 @@ bMotionPath *animviz_verify_motionpaths(Scene *scene, Object *ob, bPoseChannel *
/* allocate a cache */
mpath->points= MEM_callocN(sizeof(bMotionPathVert)*mpath->length, "bMotionPathVerts");
+ /* tag viz settings as currently having some path(s) which use it */
+ avs->path_bakeflag |= MOTIONPATH_BAKE_HAS_PATHS;
+
/* return it */
return mpath;
}