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authorMitchell Stokes <mogurijin@gmail.com>2011-06-29 06:42:46 +0400
committerMitchell Stokes <mogurijin@gmail.com>2011-06-29 06:42:46 +0400
commit3afe0e9c8803bd04daa7a8e0ae813796b455a4b4 (patch)
tree6a864b18bb563e3c16828890e4c6a20a66a28bdb /source/gameengine/Ketsji/BL_ActionManager.cpp
parentd122f24c1af429dd59a0051db01650fd2b1abbba (diff)
BGE Animations: Beginning work on layer blending. Blending armature actions works, but needs more testing. Also, currently the mode is forced to ADD and the weight to 1.
Diffstat (limited to 'source/gameengine/Ketsji/BL_ActionManager.cpp')
-rw-r--r--source/gameengine/Ketsji/BL_ActionManager.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/BL_ActionManager.cpp b/source/gameengine/Ketsji/BL_ActionManager.cpp
index dfa06bd19d5..096235eeb99 100644
--- a/source/gameengine/Ketsji/BL_ActionManager.cpp
+++ b/source/gameengine/Ketsji/BL_ActionManager.cpp
@@ -67,6 +67,9 @@ bool BL_ActionManager::PlayAction(const char* name,
short ipo_flags,
float playback_speed)
{
+ // Disable layer blending on the first layer
+ if (layer == 0) blend_mode = BL_Action::ACT_BLEND_NONE;
+
return m_layers[layer]->Play(name, start, end, priority, blendin, play_mode, blend_mode, ipo_flags, playback_speed);
}