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[3.x] Fix for SkeletonIK not working correctly with 0 interpolation and incorrectly rotating with animation #47738

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TwistedTwigleg
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This is a Godot 3.x port of #47441. The code is the same and I tested with the sample project yanorax made and I it seems to be fully working.

Closes #47381.

…nterpolation and incorrectly rotating with animation. Now the root bone rotates differently to ensure it always rotates correctly and works with BoneAttachment nodes.
@akien-mga akien-mga merged commit 5fe89e8 into godotengine:3.x Apr 9, 2021
@akien-mga
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Thanks!

@macryc
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macryc commented Apr 22, 2021

Guys, in what way exactly did #47738 change the root bone rotation? I am a noob at c++ and unable to infer this from the code.

@TwistedTwigleg
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This part of the code was the change to root bone rotation: https://github.com/godotengine/godot/pull/47738/files#diff-e9b00e7251bf0b58f8ef7690a4d3dc3aeb2684fbc603d2ccfef9d9b26043e0fcR313-R336

It rotates the root bone to look at it's next child bone using look_at, which was needed to make it work with BoneAttachment nodes.

@TwistedTwigleg TwistedTwigleg deleted the skeletonik_changes_and_bug_fixes_regressionfix2_godot3x branch May 24, 2021 14:24
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4 participants