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Diffstat (limited to 'source/blender/ikplugin/intern/iksolver_plugin.c')
-rw-r--r--source/blender/ikplugin/intern/iksolver_plugin.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/ikplugin/intern/iksolver_plugin.c b/source/blender/ikplugin/intern/iksolver_plugin.c
index 08c5e24aca6..c726102247a 100644
--- a/source/blender/ikplugin/intern/iksolver_plugin.c
+++ b/source/blender/ikplugin/intern/iksolver_plugin.c
@@ -229,7 +229,7 @@ static void where_is_ik_bone(bPoseChannel *pchan, float ik_mat[][3]) // nr = t
}
-/* called from within the core where_is_pose loop, all animsystems and constraints
+/* called from within the core BKE_pose_where_is loop, all animsystems and constraints
* were executed & assigned. Now as last we do an IK pass */
static void execute_posetree(struct Scene *scene, Object *ob, PoseTree *tree)
{
@@ -535,8 +535,8 @@ void iksolver_execute_tree(struct Scene *scene, struct Object *ob, struct bPose
/* 4. walk over the tree for regular solving */
for (a=0; a<tree->totchannel; a++) {
if (!(tree->pchan[a]->flag & POSE_DONE)) // successive trees can set the flag
- where_is_pose_bone(scene, ob, tree->pchan[a], ctime, 1);
- // tell blender that this channel was controlled by IK, it's cleared on each where_is_pose()
+ BKE_pose_where_is_bone(scene, ob, tree->pchan[a], ctime, 1);
+ // tell blender that this channel was controlled by IK, it's cleared on each BKE_pose_where_is()
tree->pchan[a]->flag |= POSE_CHAIN;
}
/* 5. execute the IK solver */