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authorEric Rybicki <info@ericrybicki.com>2020-01-16 20:22:15 +0100
committerEric Rybicki <info@ericrybicki.com>2020-01-16 20:22:15 +0100
commit41efc08532a2e0152c139fb30e397cb5ac26ca08 (patch)
treeefda5665350d80c656617504224fa7c5d2c26a30 /scene/animation
parenta2c90fe2f366bea6974cf4b14373b15e1b83568b (diff)
Fix SkeletonIK not playing animation if more than one IK-Bone is active
Diffstat (limited to 'scene/animation')
-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];