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authorJoshua Leung <aligorith@gmail.com>2015-01-21 16:08:29 +0300
committerJoshua Leung <aligorith@gmail.com>2015-01-21 16:09:16 +0300
commit3df93d063e2d52a2c2e73cfe31801c15682bf0b4 (patch)
treefab2039dd84ce9666d02fb4e1af68eaa645337bc /source/blender/editors/armature/armature_naming.c
parentf087e9930d5b8c876206af117ce085dec0ec4578 (diff)
Fix: Joining armatures loses drivers
Currently, when joining two armatures, the drivers of the armatures being merged in are lost. This commit introduces a new AnimData API function for merging animation data into another AnimData block. NOTE: * For now, this only copies the drivers over. As a result, manual effort will still be needed to go through and fix the drivers. I am working on automating that process, but it's more important that the drivers don't have to be created from scratch for now (since this is needed for the Goosberry rigging work).
Diffstat (limited to 'source/blender/editors/armature/armature_naming.c')
-rw-r--r--source/blender/editors/armature/armature_naming.c1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/editors/armature/armature_naming.c b/source/blender/editors/armature/armature_naming.c
index 9afc45955bd..f984bf071fa 100644
--- a/source/blender/editors/armature/armature_naming.c
+++ b/source/blender/editors/armature/armature_naming.c
@@ -267,6 +267,7 @@ void ED_armature_bone_rename(bArmature *arm, const char *oldnamep, const char *n
/* Fix all animdata that may refer to this bone - we can't just do the ones attached to objects, since
* other ID-blocks may have drivers referring to this bone [#29822]
*/
+ // XXX: the ID here is for armatures, but most bone drivers are actually on the object instead...
{
BKE_all_animdata_fix_paths_rename(&arm->id, "pose.bones", oldname, newname);