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authorMitchell Stokes <mogurijin@gmail.com>2011-07-08 11:31:40 +0400
committerMitchell Stokes <mogurijin@gmail.com>2011-07-08 11:31:40 +0400
commit5a0f3690d08e14af421cf803836567c67c1bd15c (patch)
tree6406c006c9bf6e44461e18c907ff2b40f23b2216 /source/gameengine/Ketsji/BL_Action.cpp
parent30d41ac9cbd5459ee27d384b2f84d3e7a12b1a32 (diff)
BGE Animations: Fixing a crash when animating non-armature objects that didn't have shape keys.
Diffstat (limited to 'source/gameengine/Ketsji/BL_Action.cpp')
-rw-r--r--source/gameengine/Ketsji/BL_Action.cpp16
1 files changed, 9 insertions, 7 deletions
diff --git a/source/gameengine/Ketsji/BL_Action.cpp b/source/gameengine/Ketsji/BL_Action.cpp
index 8ed6a33696a..5aecd2f114f 100644
--- a/source/gameengine/Ketsji/BL_Action.cpp
+++ b/source/gameengine/Ketsji/BL_Action.cpp
@@ -154,14 +154,16 @@ bool BL_Action::Play(const char* name,
BL_DeformableGameObject *obj = (BL_DeformableGameObject*)m_obj;
BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());
- obj->GetShape(m_blendinshape);
-
- // Now that we have the previous blend shape saved, we can clear out the key to avoid any
- // further interference.
- KeyBlock *kb;
- for (kb=(KeyBlock*)shape_deformer->GetKey()->block.first; kb; kb=(KeyBlock*)kb->next)
- kb->curval = 0.f;
+ if (shape_deformer)
+ {
+ obj->GetShape(m_blendinshape);
+ // Now that we have the previous blend shape saved, we can clear out the key to avoid any
+ // further interference.
+ KeyBlock *kb;
+ for (kb=(KeyBlock*)shape_deformer->GetKey()->block.first; kb; kb=(KeyBlock*)kb->next)
+ kb->curval = 0.f;
+ }
}
// Now that we have an action, we have something we can play