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authorRémi Verschelde <rverschelde@gmail.com>2019-09-23 15:02:15 +0200
committerGitHub <noreply@github.com>2019-09-23 15:02:15 +0200
commit159470df08c0283a2330af94d26ccbe3d009d8fd (patch)
treecea94427a7a53188858fc9d83dca55fc0511880d /scene/animation/skeleton_ik.cpp
parent30e16fff57cfdeb79f8e9ee6a7516e7d7cd6d376 (diff)
parent36b5795f47c9a706e1d8c12a932de1fe2bb9893f (diff)
Merge pull request #32275 from godotengine/skin_support
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
Diffstat (limited to 'scene/animation/skeleton_ik.cpp')
-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 7a1b10792b..4ec22cf3df 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(ci->bone, new_bone_pose);
+ p_task->skeleton->set_bone_global_pose_override(ci->bone, new_bone_pose, 1.0);
if (!ci->children.empty())
ci = &ci->children.write[0];