From 318a81f619a577d5c14ca4558318eba769f5595d Mon Sep 17 00:00:00 2001 From: TwistedTwigleg Date: Sun, 28 Mar 2021 12:00:18 -0400 Subject: Fix for SkeletonIK not working correctly with 0 interpolation and incorrectly rotating with animation. Now the root bone rotates differently to ensure it always rotates correctly and works with BoneAttachment3D nodes. --- scene/3d/skeleton_ik_3d.h | 2 ++ 1 file changed, 2 insertions(+) (limited to 'scene/3d/skeleton_ik_3d.h') diff --git a/scene/3d/skeleton_ik_3d.h b/scene/3d/skeleton_ik_3d.h index c98f55804c..9255e18b72 100644 --- a/scene/3d/skeleton_ik_3d.h +++ b/scene/3d/skeleton_ik_3d.h @@ -118,6 +118,8 @@ public: static void set_goal(Task *p_task, const Transform &p_goal); static void make_goal(Task *p_task, const Transform &p_inverse_transf, real_t blending_delta); static void solve(Task *p_task, real_t blending_delta, bool override_tip_basis, bool p_use_magnet, const Vector3 &p_magnet_position); + + static void _update_chain(const Skeleton3D *p_skeleton, ChainItem *p_chain_item); }; class SkeletonIK3D : public Node { -- cgit v1.2.3