animation system wasnt being updated when rendering with the sequencer
authorCampbell Barton <ideasman42@gmail.com>
Tue, 15 Dec 2009 10:35:50 +0000 (10:35 +0000)
committerCampbell Barton <ideasman42@gmail.com>
Tue, 15 Dec 2009 10:35:50 +0000 (10:35 +0000)
release/scripts/ui/space_sequencer.py
source/blender/editors/space_sequencer/sequencer_edit.c
source/blender/render/intern/source/pipeline.c

index 54fe48758f18a35b04ca2cb894b6c69888538c36..16e744a9de38ab98e71b260ec7e4f8a017482af7 100644 (file)
@@ -275,8 +275,7 @@ class SEQUENCER_MT_strip(bpy.types.Menu):
 
         layout.operator("sequencer.snap")
 
-        layout.operator("sequencer.swap_right")
-        layout.operator("sequencer.swap_left")
+        layout.operator_menu_enum("sequencer.swap", "side")
 
 
 class SequencerButtonsPanel(bpy.types.Panel):
index e231c03a335c2374729cf901401e8d905531c74e..361d92c1930abedef17661f17fa99e0c6c0a4c3a 100644 (file)
@@ -2667,7 +2667,7 @@ static int sequencer_swap_exec(bContext *C, wmOperator *op)
 void SEQUENCER_OT_swap(wmOperatorType *ot)
 {
        /* identifiers */
-       ot->name= "Swap Strip Left";
+       ot->name= "Swap Strip";
        ot->idname= "SEQUENCER_OT_swap";
        ot->description="Swap active strip with strip to the left.";
        
@@ -2688,9 +2688,9 @@ static int sequencer_rendersize_exec(bContext *C, wmOperator *op)
        Scene *scene= CTX_data_scene(C);
        Sequence *active_seq = active_seq_get(scene);
 
-       if(active_seq==NULL) return OPERATOR_CANCELLED;
+       if(active_seq==NULL)
+               return OPERATOR_CANCELLED;
 
-       printf("got active sequence\n");
        switch (active_seq->type) {
                case SEQ_IMAGE:
                case SEQ_MOVIE:
index 8034c2612e43ed46051bb6802cccbb5efbd5eb9b..1eb864e173db59630499bcfe4e486493911c48c6 100644 (file)
@@ -2439,6 +2439,11 @@ static void do_render_seq(Render * re)
        RenderResult *rr = re->result;
        int cfra = re->r.cfra;
 
+       if(recurs_depth==0) {
+               /* otherwise sequencer animation isnt updated */
+               BKE_animsys_evaluate_all_animation(G.main, frame_to_float(re->scene, cfra));
+       }
+
        recurs_depth++;
 
        ibuf= give_ibuf_seq(re->scene, rr->rectx, rr->recty, cfra, 0, 100.0);