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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2020-01-16 21:47:12 +0100 |
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committer | GitHub <noreply@github.com> | 2020-01-16 21:47:12 +0100 |
commit | 03be8104342ee40f20b5f1bc448999b7fe12248a (patch) | |
tree | 802c8e15aec7753037f74e644f9e1628e0e75dee | |
parent | 13b9d6fb77e6ec130cac250a653ce4dd714008af (diff) | |
parent | 41efc08532a2e0152c139fb30e397cb5ac26ca08 (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.cpp | 2 |
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]; |