diff --git a/source/blender/blenkernel/intern/effect.c b/source/blender/blenkernel/intern/effect.c index ed2936af034..988d9abfd9b 100644 --- a/source/blender/blenkernel/intern/effect.c +++ b/source/blender/blenkernel/intern/effect.c @@ -1131,7 +1131,6 @@ void build_particle_system(Object *ob) MVert *mvert; MTex *mtexmove=0; Material *ma; - int armature_parent; float framelenont, ftime, dtime, force[3], imat[3][3], vec[3]; float fac, prevobmat[4][4], sfraont, co[3]; int deform=0, a, cur, cfraont, cfralast, totpart; @@ -1199,16 +1198,9 @@ void build_particle_system(Object *ob) /* set it all at first frame */ G.scene->r.cfra= cfralast= (int)floor(ftime); par= ob; - armature_parent = 0; while(par) { /* do_ob_ipo(par); */ do_ob_key(par); - /* Just checking whether theres an armature in the */ - /* parent chain of the emitter, so we know whether */ - /* to recalculate the armatures */ - if(par->type==OB_ARMATURE) { - armature_parent = 1; - } par= par->parent; } @@ -1274,12 +1266,6 @@ void build_particle_system(Object *ob) /* added later: blur? */ bsystem_time(ob, ob->parent, (float)G.scene->r.cfra, 0.0); - - /* Update the armatures */ - if (armature_parent) { - do_all_actions(); - rebuild_all_armature_displists(); - } par= ob; while(par) { @@ -1355,13 +1341,6 @@ void build_particle_system(Object *ob) G.scene->r.framelen= framelenont; give_mesh_mvert(0, 0, 0, 0,paf->seed); - /*Restore armature settings*/ - if((paf->flag & PAF_STATIC)==0) { - if (armature_parent) { - do_all_actions(); - rebuild_all_armature_displists(); - } - } /* put hierarchy back */ par= ob; while(par) {