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-rw-r--r--source/blender/editors/armature/pose_edit.c13
-rw-r--r--source/blender/editors/object/object_edit.c8
2 files changed, 9 insertions, 12 deletions
diff --git a/source/blender/editors/armature/pose_edit.c b/source/blender/editors/armature/pose_edit.c
index 0260b604408..9e8028b6cd8 100644
--- a/source/blender/editors/armature/pose_edit.c
+++ b/source/blender/editors/armature/pose_edit.c
@@ -306,21 +306,18 @@ static void ED_pose_clear_paths(Object *ob)
if (ELEM(NULL, ob, ob->pose))
return;
- /* free the motionpath blocks, but also take note of whether we skipped some... */
+ /* free the motionpath blocks for all bones - This is easier for users to quickly clear all */
for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
if (pchan->mpath) {
- if ((pchan->bone) && (pchan->bone->flag & BONE_SELECTED)) {
+ if (pchan->bone) {
animviz_free_motionpath(pchan->mpath);
pchan->mpath = NULL;
}
- else
- skipped = 1;
}
}
- /* if we didn't skip any, we shouldn't have any paths left */
- if (skipped == 0)
- ob->pose->avs.path_bakeflag &= ~MOTIONPATH_BAKE_HAS_PATHS;
+ /* no paths left!*/
+ ob->pose->avs.path_bakeflag &= ~MOTIONPATH_BAKE_HAS_PATHS;
}
/* operator callback for this */
@@ -346,7 +343,7 @@ void POSE_OT_paths_clear(wmOperatorType *ot)
/* identifiers */
ot->name = "Clear Bone Paths";
ot->idname = "POSE_OT_paths_clear";
- ot->description = "Clear path caches for selected bones";
+ ot->description = "Clear path caches for all bones";
/* api callbacks */
ot->exec = pose_clear_paths_exec;
diff --git a/source/blender/editors/object/object_edit.c b/source/blender/editors/object/object_edit.c
index 67c9f6e98da..9940ad896b1 100644
--- a/source/blender/editors/object/object_edit.c
+++ b/source/blender/editors/object/object_edit.c
@@ -1314,11 +1314,11 @@ void OBJECT_OT_paths_update(wmOperatorType *ot)
/* --------- */
-/* Clear motion paths for selected objects only */
+/* Clear motion paths for all objects */
void ED_objects_clear_paths(bContext *C)
{
- /* loop over objects in scene */
- CTX_DATA_BEGIN(C, Object *, ob, selected_editable_objects)
+ /* loop over all edtiable objects in scene */
+ CTX_DATA_BEGIN(C, Object *, ob, editable_objects)
{
if (ob->mpath) {
animviz_free_motionpath(ob->mpath);
@@ -1346,7 +1346,7 @@ void OBJECT_OT_paths_clear(wmOperatorType *ot)
/* identifiers */
ot->name = "Clear Object Paths";
ot->idname = "OBJECT_OT_paths_clear";
- ot->description = "Clear path caches for selected objects";
+ ot->description = "Clear path caches for all objects";
/* api callbacks */
ot->exec = object_clear_paths_exec;