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Fix an issue where UsdSkelImagingSkeletonAdapter::_RemovePrim() failed
to remove skeletons that did not have any bindings to skinned prims. This could lead to crashes later on from accessing expired prims. UsdSkelImagingSkeletonAdapter::_RemovePrim() checks _skelBindingMap to determine whether the provided path is the skeleton prim. This was inconsistent with UsdSkelImagingSkeletonAdapter::ProcessPrimResync(), which checks _skelDataCache via _GetSkelData(). If there aren't any bindings, the skeleton is in _skelDataCache but not _skelBindingMap. Fixes: PixarAnimationStudios#1228, PixarAnimationStudios#1248
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