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author | Sybren A. Stüvel <sybren@stuvel.eu> | 2015-02-15 04:00:25 +0300 |
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committer | Sybren A. Stüvel <sybren@stuvel.eu> | 2015-02-15 04:00:56 +0300 |
commit | bf157ce9277ba1011a6e317c7629bab0dd8c36a5 (patch) | |
tree | 1e1f86421c68c439adb06de3915f670a27e47464 /source/gameengine | |
parent | a83b2d3fd93cde482db3cfe4f481a5ff7df49c63 (diff) |
Fix T42919 & T42218: BGE: Python-driven armature animation got buggy
Due to changes in the way animation updates were handled,
BL_ArmatureObjects were no longer registering to KX_Scene as animated.
Moguri says: It might have been relying on the deformer update which
moved rom being called on every object in the render step. Now
armature deformers are only updated if they need to be.
Fix T42919 & Fix T42218
Diffstat (limited to 'source/gameengine')
-rw-r--r-- | source/gameengine/Converter/BL_ArmatureObject.cpp | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp index e01130a8970..bc2fc0179fd 100644 --- a/source/gameengine/Converter/BL_ArmatureObject.cpp +++ b/source/gameengine/Converter/BL_ArmatureObject.cpp @@ -234,6 +234,9 @@ BL_ArmatureObject::BL_ArmatureObject( // need this to get iTaSC working ok in the BGE m_pose->flag |= POSE_GAME_ENGINE; memcpy(m_obmat, m_objArma->obmat, sizeof(m_obmat)); + + // The side-effect of this method registers this object as "animatable" with the KX_Scene. + GetActionManager(); } BL_ArmatureObject::~BL_ArmatureObject() |