diff options
Diffstat (limited to 'source/blender/editors/armature/pose_transform.c')
-rw-r--r-- | source/blender/editors/armature/pose_transform.c | 11 |
1 files changed, 7 insertions, 4 deletions
diff --git a/source/blender/editors/armature/pose_transform.c b/source/blender/editors/armature/pose_transform.c index ffbe8b52137..ad4853256e4 100644 --- a/source/blender/editors/armature/pose_transform.c +++ b/source/blender/editors/armature/pose_transform.c @@ -72,7 +72,8 @@ /* ********************************************** */ /* Pose Apply */ -/* helper for apply_armature_pose2bones - fixes parenting of objects that are bone-parented to armature */ +/* helper for apply_armature_pose2bones - fixes parenting of objects + * that are bone-parented to armature */ static void applyarmature_fix_boneparents(const bContext *C, Scene *scene, Object *armob) { Depsgraph *depsgraph = CTX_data_depsgraph(C); @@ -100,7 +101,8 @@ static int apply_armature_pose2bones_exec(bContext *C, wmOperator *op) Main *bmain = CTX_data_main(C); Depsgraph *depsgraph = CTX_data_depsgraph(C); Scene *scene = CTX_data_scene(C); - Object *ob = BKE_object_pose_armature_get(CTX_data_active_object(C)); // must be active object, not edit-object + // must be active object, not edit-object + Object *ob = BKE_object_pose_armature_get(CTX_data_active_object(C)); const Object *ob_eval = DEG_get_evaluated_object(depsgraph, ob); bArmature *arm = BKE_armature_from_object(ob); bPose *pose; @@ -111,7 +113,7 @@ static int apply_armature_pose2bones_exec(bContext *C, wmOperator *op) if (ob->type != OB_ARMATURE) return OPERATOR_CANCELLED; if (BKE_object_obdata_is_libdata(ob)) { - BKE_report(op->reports, RPT_ERROR, "Cannot apply pose to lib-linked armature"); /* error_libdata(); */ + BKE_report(op->reports, RPT_ERROR, "Cannot apply pose to lib-linked armature"); return OPERATOR_CANCELLED; } @@ -745,7 +747,8 @@ static void pchan_clear_rot(bPoseChannel *pchan) } } - /* Clear also Bendy Bone stuff - Roll is obvious, but Curve X/Y stuff is also kindof rotational in nature... */ + /* Clear also Bendy Bone stuff - Roll is obvious, + * but Curve X/Y stuff is also kindof rotational in nature... */ pchan->roll1 = 0.0f; pchan->roll2 = 0.0f; |