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authorBenoit Bolsee <benoit.bolsee@online.be>2008-06-25 02:19:00 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2008-06-25 02:19:00 +0400
commit820c2df12c9d1ba7479c0a924f90f79a33028db9 (patch)
treea83e89982a63186795ac44ca0ad1038ef6f76ded /source/gameengine/Converter/BL_SkinDeformer.cpp
parent4d478cbe8629bed1d32205f85e3583f73a5c16a7 (diff)
BGE patch: Add automatic support for armature driven shape keys.
To take advantage of this feature, you must have a mesh with relative shape keys and shape Ipo curves with drivers referring to bones of the mesh's parent armature. The BGE will automatically detect the dependency between the shape keys and the armature and execute the Ipo drivers during the rendering of the armature actions. This technique is used to make the armature action more natural: the shape keys compensate in places where the armature deformation is uggly and the drivers make sure that the shape correction is synchronized with the bone position. Note: This is not compatible with shape actions; BLender does not allow to have Shape Ipo Curves and Shape actions at the same time.
Diffstat (limited to 'source/gameengine/Converter/BL_SkinDeformer.cpp')
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.cpp5
1 files changed, 1 insertions, 4 deletions
diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp
index 1015221c392..dd7119b1031 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.cpp
+++ b/source/gameengine/Converter/BL_SkinDeformer.cpp
@@ -149,12 +149,9 @@ void BL_SkinDeformer::ProcessReplica()
bool BL_SkinDeformer::Update(void)
{
/* See if the armature has been updated for this frame */
- if (m_armobj && m_lastArmaUpdate!=m_armobj->GetLastFrame()){
+ if (PoseUpdated()){
float obmat[4][4]; // the original object matrice
- /* Do all of the posing necessary */
- m_armobj->ApplyPose();
-
/* XXX note: where_is_pose() (from BKE_armature.h) calculates all matrices needed to start deforming */
/* but it requires the blender object pointer... */