diff options
-rw-r--r-- | source/blender/editors/sculpt_paint/paint_vertex.c | 52 |
1 files changed, 41 insertions, 11 deletions
diff --git a/source/blender/editors/sculpt_paint/paint_vertex.c b/source/blender/editors/sculpt_paint/paint_vertex.c index 0c08af2b020..980b043bf8b 100644 --- a/source/blender/editors/sculpt_paint/paint_vertex.c +++ b/source/blender/editors/sculpt_paint/paint_vertex.c @@ -56,6 +56,7 @@ #include "BKE_paint.h" #include "BKE_report.h" #include "BKE_subsurf.h" +#include "BKE_layer.h" #include "DEG_depsgraph.h" @@ -1305,18 +1306,47 @@ static int wpaint_mode_toggle_exec(bContext *C, wmOperator *op) BKE_paint_toolslots_brush_validate(bmain, &ts->wpaint->paint); } - /* When locked, it's almost impossible to select the pose - * then the object to enter weight paint mode. + /* When locked, it's almost impossible to select the pose-object + * then the mesh-object to enter weight paint mode. + * Even when the object mode is not locked this is inconvenient - so allow in either case. + * * In this case move our pose object in/out of pose mode. - * This is in fits with the convention of selecting multiple objects and entering a mode. */ - if (scene->toolsettings->object_flag & SCE_OBJECT_MODE_LOCK) { - Object *ob_arm = modifiers_isDeformedByArmature(ob); - if (ob_arm && (ob_arm->base_flag & BASE_SELECTED)) { - if (ob_arm->mode & OB_MODE_POSE) { - ED_object_posemode_exit_ex(bmain, ob_arm); - } - else { - ED_object_posemode_enter_ex(bmain, ob_arm); + * This is in fits with the convention of selecting multiple objects and entering a mode. + */ + { + VirtualModifierData virtualModifierData; + ModifierData *md = modifiers_getVirtualModifierList(ob, &virtualModifierData); + if (md != NULL) { + /* Can be NULL. */ + View3D *v3d = CTX_wm_view3d(C); + ViewLayer *view_layer = CTX_data_view_layer(C); + for (; md; md = md->next) { + if (md->type == eModifierType_Armature) { + ArmatureModifierData *amd = (ArmatureModifierData *)md; + Object *ob_arm = amd->object; + if (ob_arm != NULL) { + const Base *base_arm = BKE_view_layer_base_find(view_layer, ob_arm); + if (base_arm && BASE_VISIBLE(v3d, base_arm)) { + if (is_mode_set) { + if ((ob_arm->mode & OB_MODE_POSE) != 0) { + ED_object_posemode_exit_ex(bmain, ob_arm); + } + } + else { + /* Only check selected status when entering weight-paint mode + * because we may have multiple armature objects. + * Selecting one will de-select the other, which would leave it in pose-mode + * when exiting weight paint mode. While usable, this looks like inconsistent + * behavior from a user perspective. */ + if (base_arm->flag & BASE_SELECTED) { + if ((ob_arm->mode & OB_MODE_POSE) == 0) { + ED_object_posemode_enter_ex(bmain, ob_arm); + } + } + } + } + } + } } } } |