forked from bartvdbraak/blender
Motion Paths are now recalculated again after transforms (with autokeying and around-current frame displays enabled)
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886a5bca08
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7165008b35
@ -4708,8 +4708,8 @@ void autokeyframe_pose_cb_func(bContext *C, Scene *scene, View3D *v3d, Object *o
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/* do the bone paths
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* NOTE: only do this when there is context info
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*/
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if (C && (arm->pathflag & ARM_PATH_ACFRA)) {
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//pose_clear_paths(ob); // XXX for now, don't need to clear
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if (C && (ob->pose->avs.path_type == MOTIONPATH_TYPE_ACFRA)) {
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//ED_pose_clear_paths(C, ob); // XXX for now, don't need to clear
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ED_pose_recalculate_paths(C, scene, ob);
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}
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}
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@ -4963,7 +4963,7 @@ void special_aftertrans_update(bContext *C, TransInfo *t)
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;
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}
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else { /* Objects */
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int i;
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int i, recalcObPaths=0;
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for (i = 0; i < t->total; i++) {
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TransData *td = t->data + i;
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@ -4996,8 +4996,20 @@ void special_aftertrans_update(bContext *C, TransInfo *t)
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DAG_id_flush_update(&ob->id, OB_RECALC_OB);
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/* Set autokey if necessary */
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if (!cancelled)
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if (!cancelled) {
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autokeyframe_ob_cb_func(C, t->scene, (View3D *)t->view, ob, t->mode);
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if (ob->avs.path_type == MOTIONPATH_TYPE_ACFRA)
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recalcObPaths= 1;
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}
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}
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/* recalculate motion paths for objects (if necessary)
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* NOTE: only do this when there is context info
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*/
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if (C && recalcObPaths) {
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//ED_objects_clear_paths(C); // XXX for now, don't need to clear
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ED_objects_recalculate_paths(C, t->scene);
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}
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}
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