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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2021-04-15 23:03:04 +0200 |
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committer | GitHub <noreply@github.com> | 2021-04-15 23:03:04 +0200 |
commit | 0c8ec7237071df787fc598c9014b4a9746a1ce18 (patch) | |
tree | 5c8f0c6fd7df0f4005255443ddc8a48760e3b8bc | |
parent | 75875c068554e5747e671e3c49aefdfc895567b4 (diff) | |
parent | 9ebdf812df82e0605263541fbe44a4a8db48396f (diff) |
Merge pull request #47933 from TwistedTwigleg/skeletonik_changes_and_bug_fixes_regressionfix2
Changed SkeletonIK3D to clear bone overrides when stopping
-rw-r--r-- | scene/3d/skeleton_ik_3d.cpp | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/scene/3d/skeleton_ik_3d.cpp b/scene/3d/skeleton_ik_3d.cpp index 6cde6a9b17..898f94ccc1 100644 --- a/scene/3d/skeleton_ik_3d.cpp +++ b/scene/3d/skeleton_ik_3d.cpp @@ -270,7 +270,6 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove return; // Skip solving } - // This line below is part of the problem - removing it fixes the issue with BoneAttachment nodes... p_task->skeleton->set_bone_global_pose_override(p_task->chain.chain_root.bone, Transform(), 0.0, true); if (p_task->chain.middle_chain_item) { @@ -567,6 +566,9 @@ void SkeletonIK3D::start(bool p_one_time) { void SkeletonIK3D::stop() { set_process_internal(false); + if (skeleton) { + skeleton->clear_bones_global_pose_override(); + } } Transform SkeletonIK3D::_get_target_transform() { |