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authorChris Want <cwant@ualberta.ca>2004-01-23 05:10:36 +0300
committerChris Want <cwant@ualberta.ca>2004-01-23 05:10:36 +0300
commit8766a719e4490cb74f3c3efee6c8b4a224c976c7 (patch)
tree889b666aa274ef46a02d93882b5b081627e409b1 /source/blender/renderconverter
parent4e9ac81f779e86274549ef9fb5780afbbd91a75b (diff)
Bug fix: meshes deformed by armatures were not getting updated
when rendering an animation, i.e., the deformation was delayed. Please test by rendering any animations you have that involve armatures.
Diffstat (limited to 'source/blender/renderconverter')
-rw-r--r--source/blender/renderconverter/intern/convertBlenderScene.c4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/renderconverter/intern/convertBlenderScene.c b/source/blender/renderconverter/intern/convertBlenderScene.c
index d281af32117..bc761fe891e 100644
--- a/source/blender/renderconverter/intern/convertBlenderScene.c
+++ b/source/blender/renderconverter/intern/convertBlenderScene.c
@@ -2819,8 +2819,10 @@ void RE_rotateBlenderScene(void)
base= G.scene->base.first;
while(base) {
clear_object_constraint_status(base->object);
- if (base->object->type==OB_ARMATURE)
+ if (base->object->type==OB_ARMATURE) {
where_is_armature (base->object);
+ make_displists_by_armature(base->object);
+ }
else
where_is_object(base->object);