Pasting poses now updates motion paths
authorJoshua Leung <aligorith@gmail.com>
Sun, 19 Nov 2017 11:31:07 +0000 (00:31 +1300)
committerJoshua Leung <aligorith@gmail.com>
Sun, 19 Nov 2017 12:57:20 +0000 (01:57 +1300)
source/blender/editors/armature/pose_transform.c

index 2d86610e0656e14e4bafe6d56967b5896d17a44c..3707b914ecbfc8c3fb5abafea3d01363713f6a26 100644 (file)
@@ -484,12 +484,15 @@ static int pose_paste_exec(bContext *C, wmOperator *op)
        bPoseChannel *chan;
        const bool flip = RNA_boolean_get(op->ptr, "flipped");
        bool selOnly = RNA_boolean_get(op->ptr, "selected_mask");
+       
        /* Get KeyingSet to use. */
        KeyingSet *ks = ANIM_get_keyingset_for_autokeying(scene, ANIM_KS_WHOLE_CHARACTER_ID);
+       
        /* Sanity checks. */
        if (ELEM(NULL, ob, ob->pose)) {
                return OPERATOR_CANCELLED;
        }
+       
        /* Read copy buffer .blend file. */
        char str[FILE_MAX];
        Main *tmp_bmain = BKE_main_new();
@@ -505,6 +508,7 @@ static int pose_paste_exec(bContext *C, wmOperator *op)
                BKE_main_free(tmp_bmain);
                return OPERATOR_CANCELLED;
        }
+       
        Object *object_from = tmp_bmain->object.first;
        bPose *pose_from = object_from->pose;
        if (pose_from == NULL) {
@@ -512,6 +516,7 @@ static int pose_paste_exec(bContext *C, wmOperator *op)
                BKE_main_free(tmp_bmain);
                return OPERATOR_CANCELLED;
        }
+       
        /* If selOnly option is enabled, if user hasn't selected any bones,
         * just go back to default behavior to be more in line with other
         * pose tools.
@@ -521,6 +526,7 @@ static int pose_paste_exec(bContext *C, wmOperator *op)
                        selOnly = false;
                }
        }
+       
        /* Safely merge all of the channels in the buffer pose into any
         * existing pose.
         */
@@ -535,8 +541,15 @@ static int pose_paste_exec(bContext *C, wmOperator *op)
                }
        }
        BKE_main_free(tmp_bmain);
+       
        /* Update event for pose and deformation children. */
        DAG_id_tag_update(&ob->id, OB_RECALC_DATA);
+       
+       /* Recalculate paths if any of the bones have paths... */
+       if ((ob->pose->avs.path_bakeflag & MOTIONPATH_BAKE_HAS_PATHS)) {
+               ED_pose_recalculate_paths(scene, ob);
+       }
+       
        /* Notifiers for updates, */
        WM_event_add_notifier(C, NC_OBJECT | ND_POSE, ob);