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authorRĂ©mi Verschelde <rverschelde@gmail.com>2020-01-16 21:47:12 +0100
committerGitHub <noreply@github.com>2020-01-16 21:47:12 +0100
commit03be8104342ee40f20b5f1bc448999b7fe12248a (patch)
tree802c8e15aec7753037f74e644f9e1628e0e75dee
parent13b9d6fb77e6ec130cac250a653ce4dd714008af (diff)
parent41efc08532a2e0152c139fb30e397cb5ac26ca08 (diff)
Merge pull request #35217 from ericrybick/master
Fix SkeletonIK not playing animation if more than one IK-Bone is active
-rw-r--r--scene/animation/skeleton_ik.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/scene/animation/skeleton_ik.cpp b/scene/animation/skeleton_ik.cpp
index 99a266af0d..518c243dd0 100644
--- a/scene/animation/skeleton_ik.cpp
+++ b/scene/animation/skeleton_ik.cpp
@@ -320,7 +320,7 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
new_bone_pose.basis = new_bone_pose.basis * p_task->chain.tips[0].end_effector->goal_transform.basis;
}
- p_task->skeleton->set_bone_global_pose_override(ci->bone, new_bone_pose, 1.0);
+ p_task->skeleton->set_bone_global_pose_override(ci->bone, new_bone_pose, 1.0, true);
if (!ci->children.empty())
ci = &ci->children.write[0];