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Diffstat (limited to 'source/blender/blenkernel/intern/anim.c')
-rw-r--r--source/blender/blenkernel/intern/anim.c13
1 files changed, 5 insertions, 8 deletions
diff --git a/source/blender/blenkernel/intern/anim.c b/source/blender/blenkernel/intern/anim.c
index 1b159f24a70..d4721707dc7 100644
--- a/source/blender/blenkernel/intern/anim.c
+++ b/source/blender/blenkernel/intern/anim.c
@@ -1,8 +1,4 @@
-/* anim.c
- *
- *
- * $Id$
- *
+/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
@@ -174,7 +170,7 @@ bMotionPath *animviz_verify_motionpaths(Scene *scene, Object *ob, bPoseChannel *
}
/* avoid 0 size allocs */
- if(avs->path_sf >= avs->path_ef) {
+ if (avs->path_sf >= avs->path_ef) {
return NULL;
}
@@ -232,6 +228,7 @@ typedef struct MPathTarget {
/* get list of motion paths to be baked for the given object
* - assumes the given list is ready to be used
*/
+// TODO: it would be nice in future to be able to update objects dependant on these bones too?
void animviz_get_object_motionpaths(Object *ob, ListBase *targets)
{
MPathTarget *mpt;
@@ -796,7 +793,7 @@ static void frames_duplilist(ListBase *lb, Scene *scene, Object *ob, int level,
* and/or other objects which may affect this object's transforms are not updated either.
* However, this has always been the way that this worked (i.e. pre 2.5), so I guess that it'll be fine!
*/
- BKE_animsys_evaluate_animdata(&ob->id, ob->adt, (float)scene->r.cfra, ADT_RECALC_ANIM); /* ob-eval will do drivers, so we don't need to do them */
+ BKE_animsys_evaluate_animdata(scene, &ob->id, ob->adt, (float)scene->r.cfra, ADT_RECALC_ANIM); /* ob-eval will do drivers, so we don't need to do them */
where_is_object_time(scene, ob, (float)scene->r.cfra);
dob= new_dupli_object(lb, ob, ob->obmat, ob->lay, scene->r.cfra, OB_DUPLIFRAMES, animated);
@@ -811,7 +808,7 @@ static void frames_duplilist(ListBase *lb, Scene *scene, Object *ob, int level,
*/
scene->r.cfra= cfrao;
- BKE_animsys_evaluate_animdata(&ob->id, ob->adt, (float)scene->r.cfra, ADT_RECALC_ANIM); /* ob-eval will do drivers, so we don't need to do them */
+ BKE_animsys_evaluate_animdata(scene, &ob->id, ob->adt, (float)scene->r.cfra, ADT_RECALC_ANIM); /* ob-eval will do drivers, so we don't need to do them */
where_is_object_time(scene, ob, (float)scene->r.cfra);
/* but, to make sure unkeyed object transforms are still sane,