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-rw-r--r--source/blender/src/editobject.c2
-rw-r--r--source/blender/src/editview.c8
2 files changed, 6 insertions, 4 deletions
diff --git a/source/blender/src/editobject.c b/source/blender/src/editobject.c
index cbd8e45f132..4837d7b2c03 100644
--- a/source/blender/src/editobject.c
+++ b/source/blender/src/editobject.c
@@ -999,7 +999,7 @@ void clear_object(char mode)
if TESTBASELIB(base) {
ob= base->object;
- if(ob->flag & OB_POSEMODE) {
+ if( (ob->flag & OB_POSEMODE) && ob==OBACT) {
clear_armature(ob, mode);
armature_clear= 1; /* silly system to prevent another dag update, so no action applied */
}
diff --git a/source/blender/src/editview.c b/source/blender/src/editview.c
index c38ba9e8f8c..2fc9cee5138 100644
--- a/source/blender/src/editview.c
+++ b/source/blender/src/editview.c
@@ -1409,11 +1409,13 @@ void mouse_select(void)
if(has_bones && basact) {
if( do_pose_selectbuffer(basact, buffer, hits) ) { /* then bone is found */
+ /* we make the armature selected:
+ not-selected active object in posemode won't work well for tools */
+ basact->flag|= SELECT;
+ basact->object->flag= basact->flag;
+
/* in weightpaint, we use selected bone to select vertexgroup, so no switch to new active object */
if(G.f & G_WEIGHTPAINT) {
- /* we make the armature selected */
- basact->flag|= SELECT;
- basact->object->flag= basact->flag;
/* prevent activating */
basact= NULL;
}