From c92c3ef61132b7116b55a883cbcfd08f7225aaa0 Mon Sep 17 00:00:00 2001 From: Mitchell Stokes Date: Mon, 30 Jun 2014 20:59:15 -0700 Subject: Fix T40761: Bone constraints broken in the BGE Extra bonus: calculating bone constraints now happens parallel! --- source/gameengine/Converter/BL_ArmatureObject.cpp | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp index 0392280444d..e11bc84a0da 100644 --- a/source/gameengine/Converter/BL_ArmatureObject.cpp +++ b/source/gameengine/Converter/BL_ArmatureObject.cpp @@ -319,6 +319,10 @@ void BL_ArmatureObject::LoadConstraints(KX_BlenderSceneConverter* converter) } } } + + // If we have constraints, make sure we get treated as an "animated" object + if (m_constraintNumber > 0) + GetActionManager(); } BL_ArmatureConstraint* BL_ArmatureObject::GetConstraint(const char* posechannel, const char* constraintname) -- cgit v1.2.3