Fix weight paint mode setting with multiple armatures

Selecting multiple armature objects and entering weight paint mode
wasn't working.

Entering weight + pose modes at once was only done when
object mode locking was enabled. Now it's done even when
mode-locking is off - because it's still inconvenient to setup
and useful default behavior.

Resolves issues raised by T66949
This commit is contained in:
Campbell Barton 2019-07-18 15:03:02 +10:00
parent 0b4c0472a3
commit 8a083ef3b7
1 changed files with 41 additions and 11 deletions

View File

@ -56,6 +56,7 @@
#include "BKE_paint.h"
#include "BKE_report.h"
#include "BKE_subsurf.h"
#include "BKE_layer.h"
#include "DEG_depsgraph.h"
@ -1305,18 +1306,47 @@ static int wpaint_mode_toggle_exec(bContext *C, wmOperator *op)
BKE_paint_toolslots_brush_validate(bmain, &ts->wpaint->paint);
}
/* When locked, it's almost impossible to select the pose
* then the object to enter weight paint mode.
/* When locked, it's almost impossible to select the pose-object
* then the mesh-object to enter weight paint mode.
* Even when the object mode is not locked this is inconvenient - so allow in either case.
*
* In this case move our pose object in/out of pose mode.
* This is in fits with the convention of selecting multiple objects and entering a mode. */
if (scene->toolsettings->object_flag & SCE_OBJECT_MODE_LOCK) {
Object *ob_arm = modifiers_isDeformedByArmature(ob);
if (ob_arm && (ob_arm->base_flag & BASE_SELECTED)) {
if (ob_arm->mode & OB_MODE_POSE) {
ED_object_posemode_exit_ex(bmain, ob_arm);
}
else {
ED_object_posemode_enter_ex(bmain, ob_arm);
* This is in fits with the convention of selecting multiple objects and entering a mode.
*/
{
VirtualModifierData virtualModifierData;
ModifierData *md = modifiers_getVirtualModifierList(ob, &virtualModifierData);
if (md != NULL) {
/* Can be NULL. */
View3D *v3d = CTX_wm_view3d(C);
ViewLayer *view_layer = CTX_data_view_layer(C);
for (; md; md = md->next) {
if (md->type == eModifierType_Armature) {
ArmatureModifierData *amd = (ArmatureModifierData *)md;
Object *ob_arm = amd->object;
if (ob_arm != NULL) {
const Base *base_arm = BKE_view_layer_base_find(view_layer, ob_arm);
if (base_arm && BASE_VISIBLE(v3d, base_arm)) {
if (is_mode_set) {
if ((ob_arm->mode & OB_MODE_POSE) != 0) {
ED_object_posemode_exit_ex(bmain, ob_arm);
}
}
else {
/* Only check selected status when entering weight-paint mode
* because we may have multiple armature objects.
* Selecting one will de-select the other, which would leave it in pose-mode
* when exiting weight paint mode. While usable, this looks like inconsistent
* behavior from a user perspective. */
if (base_arm->flag & BASE_SELECTED) {
if ((ob_arm->mode & OB_MODE_POSE) == 0) {
ED_object_posemode_enter_ex(bmain, ob_arm);
}
}
}
}
}
}
}
}
}