Modifiers: Fix bug where UVWarp Modifier would try to get bone matrix from a non armature object
There is a bug where the UVWarp modifier will stop working if an armature bone is set as the Bone To target and then later changed to a non armature object without clearing the Bone To string property. The modifier will still think it is needing a bone matrix and not properly use the object matrix. A simple fix by adding a check for the object being an armature as well as the bonename string being set. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D6809
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@ -226,7 +226,7 @@ static void uv_warp_deps_object_bone_new(struct DepsNodeHandle *node,
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const char *bonename)
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{
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if (object != NULL) {
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if (bonename[0]) {
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if (object->type == OB_ARMATURE && bonename[0]) {
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DEG_add_object_relation(node, object, DEG_OB_COMP_EVAL_POSE, "UVWarp Modifier");
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}
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else {
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