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.

This commit is contained in:
TwistedTwigleg
2021-03-28 12:00:18 -04:00
parent bf0ec13fee
commit 318a81f619
2 changed files with 73 additions and 18 deletions

View File

@@ -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 {