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authorCampbell Barton <ideasman42@gmail.com>2011-12-17 03:50:55 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-12-17 03:50:55 +0400
commitdb6cb30941da7899ccafa44c87c17970d134a2c9 (patch)
tree0f1c3df62346cfac61e2785e9ec7ac8e0e30f443 /source/gameengine
parente5b1f9c28d52254fd11e226ed4ac7bf07d7259d7 (diff)
parent3311164b24da61f2967f96d0ee27508a7e2e0267 (diff)
svn merge ^/trunk/blender -r42669:42670
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Converter/BL_ArmatureChannel.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureChannel.cpp b/source/gameengine/Converter/BL_ArmatureChannel.cpp
index c463068d52c..80a9db4db83 100644
--- a/source/gameengine/Converter/BL_ArmatureChannel.cpp
+++ b/source/gameengine/Converter/BL_ArmatureChannel.cpp
@@ -215,7 +215,7 @@ PyObject* BL_ArmatureChannel::py_attr_get_joint_rotation(void *self_v, const str
normalize_m3(pose_mat);
if (pchan->parent) {
// bone has a parent, compute the rest pose of the bone taking actual pose of parent
- mul_m3_m3m4(rest_mat, pchan->bone->bone_mat, pchan->parent->pose_mat);
+ mult_m3_m3m4(rest_mat, pchan->parent->pose_mat, pchan->bone->bone_mat);
normalize_m3(rest_mat);
} else {
// otherwise, the bone matrix in armature space is the rest pose