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-rw-r--r--scene/3d/skeleton_ik_3d.cpp4
-rw-r--r--scene/3d/soft_body_3d.cpp4
2 files changed, 7 insertions, 1 deletions
diff --git a/scene/3d/skeleton_ik_3d.cpp b/scene/3d/skeleton_ik_3d.cpp
index 80c1f0ddb1..85da546430 100644
--- a/scene/3d/skeleton_ik_3d.cpp
+++ b/scene/3d/skeleton_ik_3d.cpp
@@ -268,6 +268,10 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
p_task->skeleton->set_bone_global_pose_override(p_task->chain.tips[i].chain_item->bone, Transform(), 0.0, true);
}
+ // Update the initial root transform
+ p_task->chain.chain_root.initial_transform = p_task->skeleton->get_bone_global_pose(p_task->chain.chain_root.bone);
+ p_task->chain.chain_root.current_pos = p_task->chain.chain_root.initial_transform.origin;
+
make_goal(p_task, p_task->skeleton->get_global_transform().affine_inverse(), blending_delta);
if (p_use_magnet && p_task->chain.middle_chain_item) {
diff --git a/scene/3d/soft_body_3d.cpp b/scene/3d/soft_body_3d.cpp
index 2d8f22ab37..b732f81e4e 100644
--- a/scene/3d/soft_body_3d.cpp
+++ b/scene/3d/soft_body_3d.cpp
@@ -768,7 +768,9 @@ void SoftBody3D::_reset_points_offsets() {
PinnedPoint *w = pinned_points.ptrw();
for (int i = pinned_points.size() - 1; 0 <= i; --i) {
if (!r[i].spatial_attachment) {
- w[i].spatial_attachment = Object::cast_to<Node3D>(get_node(r[i].spatial_attachment_path));
+ if (!r[i].spatial_attachment_path.is_empty() && has_node(r[i].spatial_attachment_path)) {
+ w[i].spatial_attachment = Object::cast_to<Node3D>(get_node(r[i].spatial_attachment_path));
+ }
}
if (!r[i].spatial_attachment) {