diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2017-12-05 18:09:03 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2017-12-06 12:21:33 +0300 |
commit | f348b7924cf230e05b1f69ad2b32ab2dd5d7879d (patch) | |
tree | aa0b47284fe466fddb86a331aa48364a1090c340 /source/blender/depsgraph/intern/builder/deg_builder_relations_rig.cc | |
parent | cbb42fcd9622aa7224ba89ab51079e6f3e89a62c (diff) |
Depsgraph: Leave armature animation relation to build_animation()
Needs some optimization trick to hook pose init function to animation
instead of a bone. This is how flush will work anyway.
Diffstat (limited to 'source/blender/depsgraph/intern/builder/deg_builder_relations_rig.cc')
-rw-r--r-- | source/blender/depsgraph/intern/builder/deg_builder_relations_rig.cc | 5 |
1 files changed, 0 insertions, 5 deletions
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_relations_rig.cc b/source/blender/depsgraph/intern/builder/deg_builder_relations_rig.cc index ff805240799..dc88d80fed9 100644 --- a/source/blender/depsgraph/intern/builder/deg_builder_relations_rig.cc +++ b/source/blender/depsgraph/intern/builder/deg_builder_relations_rig.cc @@ -324,11 +324,6 @@ void DepsgraphRelationBuilder::build_rig(Object *object) "Armature Eval"); add_relation(armature_key, init_key, "Data dependency"); - if (needs_animdata_node(&object->id)) { - ComponentKey animation_key(&object->id, DEG_NODE_TYPE_ANIMATION); - add_relation(animation_key, init_key, "Rig Animation"); - } - /* IK Solvers... * - These require separate processing steps are pose-level * to be executed between chains of bones (i.e. once the |