Commit: 6c74d8b00d3de8f0c1242c108f94e463970077f4
Author: Sergey Sharybin
Date:   Thu Feb 26 21:17:06 2015 +0500
Branches: depsgraph_refactor
https://developer.blender.org/rB6c74d8b00d3de8f0c1242c108f94e463970077f4

Depsgraph: Fix bad memory access in animation for proxy armatures

===================================================================

M       source/blender/depsgraph/intern/depsgraph_build_nodes.cpp

===================================================================

diff --git a/source/blender/depsgraph/intern/depsgraph_build_nodes.cpp 
b/source/blender/depsgraph/intern/depsgraph_build_nodes.cpp
index de9055d..8f9e837 100644
--- a/source/blender/depsgraph/intern/depsgraph_build_nodes.cpp
+++ b/source/blender/depsgraph/intern/depsgraph_build_nodes.cpp
@@ -241,9 +241,6 @@ void DepsgraphNodeBuilder::build_object(Scene *scene, Base 
*base, Object *ob)
        /* standard components */
        build_object_transform(scene, ob);
 
-       /* AnimData */
-       build_animdata(&ob->id);
-
        /* object data */
        if (ob->data) {
                ID *obdata = (ID *)ob->data;
@@ -291,6 +288,14 @@ void DepsgraphNodeBuilder::build_object(Scene *scene, Base 
*base, Object *ob)
                }
        }
 
+       /* Build animation data,
+        *
+        * Do it now because it's possible object data will affect
+        * on object's level animation, for example in case of rebuilding
+        * pose for proxy.
+        */
+       build_animdata(&ob->id);
+
        /* particle systems */
        if (ob->particlesystem.first) {
                build_particles(ob);

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