use armature active bone as a pointer rather then a flag for each bone that needs...
[blender.git] / source / gameengine / Converter / BL_BlenderDataConversion.cpp
index db32f18f63b77e8836544522a1071e64ea33f3b7..2b3838d4dfe6e48daa5ca3a6844b93e912a9f0e1 100644 (file)
@@ -1818,7 +1818,7 @@ bPoseChannel *get_active_posechannel2 (Object *ob)
        
        /* find active */
        for(pchan= (bPoseChannel *)ob->pose->chanbase.first; pchan; pchan= pchan->next) {
-               if(pchan->bone && (pchan->bone->flag & BONE_ACTIVE) && (pchan->bone->layer & arm->layer))
+               if(pchan->bone && (pchan->bone == arm->act_bone) && (pchan->bone->layer & arm->layer))
                        return pchan;
        }