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[3.2.4 rc5] Skeleton Animation has different behavior when IK enable because the recent fix about SkeletonIK #47086
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Thanks for the report, I'll take a look. At a glance, it looks like the issue is that the origin bone is being set to the bone rest position rather than the bone's current pose, which is why its in the correct position but is not moving when animated. That's my guess as to what is going on. I'll take a look once I have the time and see if I can get a PR that fixes the issue. |
@TwistedTwigleg then I disabled AnimationTree's active and using AnimationPlayer to check what's going on, see the below sceenshots |
That fix was merged after 3.3 RC 6 was built, it's not included in the release. You can test the latest artifacts from the |
@akien-mga oh, that make scene, I'm just too much haste to read the changes, sorry |
@TwistedTwigleg the fix didn't completely solve the issue, see the video 3.3.rc7.mov |
@TwistedTwigleg got it |
just back to report this issue has be fixed in 3.3 rc9 |
Awesome, thanks for checking 🙂 |
Godot version:
3.2.4 rc5 offical
OS/device including version:
MacOS 10.14.6 intel GPU GLES3
Issue description:
3.2.4 rc4
rc4.mov
and 3.2.4 rc5
rc5.mov
rc5-2.mov
I guess the recent fix about SkeletonIK cause this problem #46910
Steps to reproduce:
Minimal reproduction project:
IK issue.zip
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