diff --git a/source/blender/editors/space_logic/logic_window.c b/source/blender/editors/space_logic/logic_window.c index bce492f5a04..0a9a91a53af 100644 --- a/source/blender/editors/space_logic/logic_window.c +++ b/source/blender/editors/space_logic/logic_window.c @@ -3679,10 +3679,6 @@ static void draw_actuator_action(uiLayout *layout, PointerRNA *ptr) PointerRNA settings_ptr; uiLayout *row; - if(ob->type != OB_ARMATURE){ - uiItemL(layout, "Actuator only available for armatures", ICON_NONE); - return; - } RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, &settings_ptr); row= uiLayoutRow(layout, 0); diff --git a/source/blender/makesrna/intern/rna_actuator.c b/source/blender/makesrna/intern/rna_actuator.c index 116f5185980..410822cecf8 100644 --- a/source/blender/makesrna/intern/rna_actuator.c +++ b/source/blender/makesrna/intern/rna_actuator.c @@ -426,11 +426,11 @@ EnumPropertyItem *rna_Actuator_type_itemf(bContext *C, PointerRNA *ptr, Property if (ob != NULL) { if (ob->type==OB_ARMATURE) { - RNA_enum_items_add_value(&item, &totitem, actuator_type_items, ACT_ACTION); RNA_enum_items_add_value(&item, &totitem, actuator_type_items, ACT_ARMATURE); } } - + + RNA_enum_items_add_value(&item, &totitem, actuator_type_items, ACT_ACTION); RNA_enum_items_add_value(&item, &totitem, actuator_type_items, ACT_CAMERA); RNA_enum_items_add_value(&item, &totitem, actuator_type_items, ACT_CONSTRAINT); RNA_enum_items_add_value(&item, &totitem, actuator_type_items, ACT_EDIT_OBJECT); diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp index 01516a24182..b8e19c9187a 100644 --- a/source/gameengine/Converter/KX_ConvertActuators.cpp +++ b/source/gameengine/Converter/KX_ConvertActuators.cpp @@ -191,30 +191,26 @@ void BL_ConvertActuators(char* maggiename, } case ACT_ACTION: { - if (blenderobject->type==OB_ARMATURE){ - bActionActuator* actact = (bActionActuator*) bact->data; - STR_String propname = (actact->name ? actact->name : ""); - STR_String propframe = (actact->frameProp ? actact->frameProp : ""); + bActionActuator* actact = (bActionActuator*) bact->data; + STR_String propname = (actact->name ? actact->name : ""); + STR_String propframe = (actact->frameProp ? actact->frameProp : ""); - BL_ActionActuator* tmpbaseact = new BL_ActionActuator( - gameobj, - propname, - propframe, - actact->sta, - actact->end, - actact->act, - actact->type, // + 1, because Blender starts to count at zero, - actact->blendin, - actact->priority, - actact->end_reset, - actact->stridelength - // Ketsji at 1, because zero is reserved for "NoDef" - ); - baseact= tmpbaseact; - break; - } - else - printf ("Discarded action actuator from non-armature object [%s]\n", blenderobject->id.name+2); + BL_ActionActuator* tmpbaseact = new BL_ActionActuator( + gameobj, + propname, + propframe, + actact->sta, + actact->end, + actact->act, + actact->type, // + 1, because Blender starts to count at zero, + actact->blendin, + actact->priority, + actact->end_reset, + actact->stridelength + // Ketsji at 1, because zero is reserved for "NoDef" + ); + baseact= tmpbaseact; + break; } case ACT_SHAPEACTION: {