From 05b4d8d13a9ca3691c7aa8f2ceebd8155bd31fa7 Mon Sep 17 00:00:00 2001 From: Bastien Montagne Date: Wed, 21 Oct 2020 15:51:15 +0200 Subject: Fix (studio-reported) Armature: bug in handling of custom bone transform. This specific pose channel pointer was not handled at all during rebuilding of poses, meaning that it could end up pointing at some freed pchan. --- source/blender/blenkernel/intern/armature.c | 7 +++++++ 1 file changed, 7 insertions(+) (limited to 'source') diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c index 04051edd334..27c16d6f1c0 100644 --- a/source/blender/blenkernel/intern/armature.c +++ b/source/blender/blenkernel/intern/armature.c @@ -2782,6 +2782,13 @@ void BKE_pose_rebuild(Main *bmain, Object *ob, bArmature *arm, const bool do_id_ for (pchan = pose->chanbase.first; pchan; pchan = pchan->next) { /* Find the custom B-Bone handles. */ BKE_pchan_rebuild_bbone_handles(pose, pchan); + /* Re-validate that we are still using a valid pchan form custom transform. */ + /* Note that we could store pointers of freed pchan in a GSet to speed this up, however this is + * supposed to be a rarely used feature, so for now assuming that always building that GSet + * would be less optimal. */ + if (pchan->custom_tx != NULL && BLI_findindex(&pose->chanbase, pchan->custom_tx) == -1) { + pchan->custom_tx = NULL; + } } /* printf("rebuild pose %s, %d bones\n", ob->id.name, counter); */ -- cgit v1.2.3