Fix for [#25185] Toggling hair dynamics without deleting cache leaves hair disattached when mesh animation is controlled by deformers - discussed with Jahka on IRC on Sat
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@@ -234,7 +234,7 @@ class PARTICLE_PT_hair_dynamics(ParticleButtonsPanel, bpy.types.Panel):
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#part = psys.settings
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cloth = psys.cloth.settings
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layout.enabled = psys.use_hair_dynamics
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layout.enabled = psys.use_hair_dynamics and psys.point_cache.is_baked == False
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split = layout.split()
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@@ -274,12 +274,12 @@ class PARTICLE_PT_cache(ParticleButtonsPanel, bpy.types.Panel):
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phystype = psys.settings.physics_type
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if phystype == 'NO' or phystype == 'KEYED':
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return False
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return (psys.settings.type in ('EMITTER', 'REACTOR') or (psys.settings.type == 'HAIR' and psys.use_hair_dynamics)) and engine in cls.COMPAT_ENGINES
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return (psys.settings.type in ('EMITTER', 'REACTOR') or (psys.settings.type == 'HAIR' and (psys.use_hair_dynamics or psys.point_cache.is_baked))) and engine in cls.COMPAT_ENGINES
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def draw(self, context):
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psys = context.particle_system
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point_cache_ui(self, context, psys.point_cache, True, 'HAIR' if psys.use_hair_dynamics else 'PSYS')
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point_cache_ui(self, context, psys.point_cache, True, 'HAIR' if (psys.settings.type == 'HAIR') else 'PSYS')
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class PARTICLE_PT_velocity(ParticleButtonsPanel, bpy.types.Panel):
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