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Diffstat (limited to 'source/blender/editors/sculpt_paint/paint_vertex.c')
-rw-r--r--source/blender/editors/sculpt_paint/paint_vertex.c46
1 files changed, 2 insertions, 44 deletions
diff --git a/source/blender/editors/sculpt_paint/paint_vertex.c b/source/blender/editors/sculpt_paint/paint_vertex.c
index e6b0c2fbd1b..3753709875b 100644
--- a/source/blender/editors/sculpt_paint/paint_vertex.c
+++ b/source/blender/editors/sculpt_paint/paint_vertex.c
@@ -1376,50 +1376,8 @@ 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-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.
- */
- {
- VirtualModifierData virtualModifierData;
- ModifierData *md = BKE_modifiers_get_virtual_modifierlist(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);
- }
- }
- }
- }
- }
- }
- }
- }
- }
+ /* Prepare armature posemode. */
+ ED_object_posemode_set_for_weight_paint(C, bmain, ob, is_mode_set);
/* Weight-paint works by overriding colors in mesh,
* so need to make sure we recalculate on enter and