From f348b7924cf230e05b1f69ad2b32ab2dd5d7879d Mon Sep 17 00:00:00 2001 From: Sergey Sharybin Date: Tue, 5 Dec 2017 16:09:03 +0100 Subject: Depsgraph: Leave armature animation relation to build_animation() Needs some optimization trick to hook pose init function to animation instead of a bone. This is how flush will work anyway. --- source/blender/depsgraph/intern/builder/deg_builder_relations_rig.cc | 5 ----- 1 file changed, 5 deletions(-) (limited to 'source/blender/depsgraph/intern/builder/deg_builder_relations_rig.cc') diff --git a/source/blender/depsgraph/intern/builder/deg_builder_relations_rig.cc b/source/blender/depsgraph/intern/builder/deg_builder_relations_rig.cc index ff805240799..dc88d80fed9 100644 --- a/source/blender/depsgraph/intern/builder/deg_builder_relations_rig.cc +++ b/source/blender/depsgraph/intern/builder/deg_builder_relations_rig.cc @@ -324,11 +324,6 @@ void DepsgraphRelationBuilder::build_rig(Object *object) "Armature Eval"); add_relation(armature_key, init_key, "Data dependency"); - if (needs_animdata_node(&object->id)) { - ComponentKey animation_key(&object->id, DEG_NODE_TYPE_ANIMATION); - add_relation(animation_key, init_key, "Rig Animation"); - } - /* IK Solvers... * - These require separate processing steps are pose-level * to be executed between chains of bones (i.e. once the -- cgit v1.2.3