Usability:

Using Proxy Armature on groups: an Undo now doesn't force a complete re-evalution
of this system anymore, so posing works similar as for regular (non linked)
armatures - an undo step goes back to the previous pose.

Before, an undo made the entire armature go to rest pose. Bad bad :)

I need animators to carefully check - report back if there's other issues!
Tested on Gilga character from Tube Open Movie.
This commit is contained in:
Ton Roosendaal
2013-01-13 11:31:01 +00:00
parent 61b9f39fc7
commit 6e990de9b0

View File

@@ -1863,6 +1863,7 @@ static PreviewImage *direct_link_preview_image(FileData *fd, PreviewImage *old_p
prv->rect[i] = newdataadr(fd, prv->rect[i]);
}
}
prv->gputexture[0] = prv->gputexture[1] = NULL;
}
return prv;
@@ -2723,14 +2724,15 @@ static void lib_link_pose(FileData *fd, Object *ob, bPose *pose)
{
bPoseChannel *pchan;
bArmature *arm = ob->data;
int rebuild;
int rebuild = 0;
if (!pose || !arm)
return;
/* always rebuild to match proxy or lib changes */
rebuild = ob->proxy || (ob->id.lib==NULL && arm->id.lib);
/* always rebuild to match proxy or lib changes, but on Undo */
if (fd->memfile == NULL)
if (ob->proxy || (ob->id.lib==NULL && arm->id.lib))
rebuild = 1;
if (ob->proxy) {
/* sync proxy layer */
@@ -4175,8 +4177,6 @@ static void lib_link_object(FileData *fd, Main *main)
else {
/* this triggers object_update to always use a copy */
ob->proxy->proxy_from = ob;
/* force proxy updates after load/undo, a bit weak */
ob->recalc = ob->proxy->recalc = (OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME);
}
}
ob->proxy_group = newlibadr(fd, ob->id.lib, ob->proxy_group);