Was caused by old animation-system code that was no longer working. I've commented out this code for now until we need something like this again.
*/
void ANIM_pose_to_action_sync (Object *ob, ScrArea *sa)
{
+#if 0 // XXX old animation system
SpaceAction *saction= (SpaceAction *)sa->spacedata.first;
bArmature *arm= (bArmature *)ob->data;
bAction *act= (bAction *)ob->action;
// XXX step 2 needs to be coded still... currently missing action/bone group API to do any more work here...
// XXX step 3 needs to be coded still... it's a messy case to deal with (we'll use the temp indices for this?)
+#endif // XXX old animation system
}