forked from bartvdbraak/blender
Yeah, and then the game engine too!
This commit is contained in:
parent
aba83e417f
commit
41ee139c16
@ -58,7 +58,7 @@ BL_ArmatureObject::BL_ArmatureObject(
|
|||||||
m_activePriority(999),
|
m_activePriority(999),
|
||||||
m_lastapplyframe(0.0)
|
m_lastapplyframe(0.0)
|
||||||
{
|
{
|
||||||
m_armature = get_armature(m_objArma);
|
m_armature = (bArmature *)armature->data;
|
||||||
|
|
||||||
/* we make a copy of blender object's pose, and then always swap it with
|
/* we make a copy of blender object's pose, and then always swap it with
|
||||||
* the original pose before calling into blender functions, to deal with
|
* the original pose before calling into blender functions, to deal with
|
||||||
|
@ -2353,7 +2353,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
|
|||||||
case PARBONE:
|
case PARBONE:
|
||||||
{
|
{
|
||||||
// parent this to a bone
|
// parent this to a bone
|
||||||
Bone *parent_bone = get_named_bone(get_armature(blenderchild->parent), blenderchild->parsubstr);
|
Bone *parent_bone = get_named_bone( (bArmature *)(blenderchild->parent)->data, blenderchild->parsubstr);
|
||||||
|
|
||||||
if(parent_bone) {
|
if(parent_bone) {
|
||||||
KX_BoneParentRelation *bone_parent_relation = KX_BoneParentRelation::New(parent_bone);
|
KX_BoneParentRelation *bone_parent_relation = KX_BoneParentRelation::New(parent_bone);
|
||||||
|
Loading…
Reference in New Issue
Block a user