diff options
author | Lukas Tönne <lukas.toenne@gmail.com> | 2014-01-22 19:26:09 +0400 |
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committer | Lukas Tönne <lukas.toenne@gmail.com> | 2014-01-22 19:28:45 +0400 |
commit | c24a23f264d2c7001c61ca6e11c66b8c372e1d2a (patch) | |
tree | 2a464d3ace81ea22c69418e0a746aa6980272666 /source/blender | |
parent | 51c32ac1996f3e6794b1fe29d4e03b10360f9455 (diff) |
Fix for particle emission bug, reported on IRC by Thomas Beck
(@plasmasolutions): When the particle emitter is parented to a fast
moving object, the emission locations will not be interpolated over
subframes. This works if the particle emitter is animated itself.
Particle system evaluates the emitter location for each subframe, but
has to do this for the parent objects as well to get reliable results.
Diffstat (limited to 'source/blender')
-rw-r--r-- | source/blender/blenkernel/intern/particle_system.c | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/blenkernel/intern/particle_system.c b/source/blender/blenkernel/intern/particle_system.c index 37ca502970d..6c2a42daa2d 100644 --- a/source/blender/blenkernel/intern/particle_system.c +++ b/source/blender/blenkernel/intern/particle_system.c @@ -1974,10 +1974,10 @@ void reset_particle(ParticleSimulationData *sim, ParticleData *pa, float dtime, /* we have to force RECALC_ANIM here since where_is_objec_time only does drivers */ while (ob) { BKE_animsys_evaluate_animdata(sim->scene, &ob->id, ob->adt, pa->time, ADT_RECALC_ANIM); + BKE_object_where_is_calc_time(sim->scene, ob, pa->time); ob = ob->parent; } ob = sim->ob; - BKE_object_where_is_calc_time(sim->scene, ob, pa->time); psys->flag |= PSYS_OB_ANIM_RESTORE; } @@ -5076,10 +5076,10 @@ void particle_system_update(Scene *scene, Object *ob, ParticleSystem *psys) if (psys->flag & PSYS_OB_ANIM_RESTORE) { while (ob) { BKE_animsys_evaluate_animdata(scene, &ob->id, ob->adt, cfra, ADT_RECALC_ANIM); + BKE_object_where_is_calc_time(scene, ob, cfra); ob = ob->parent; } ob = sim.ob; - BKE_object_where_is_calc_time(scene, ob, cfra); psys->flag &= ~PSYS_OB_ANIM_RESTORE; } |