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Wrong behaviour SkeletonIk3d. Godot 4.0.alpha15 #65167
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See #63588. SkeletonIK will be eliminated and replaced ModificationStackNode. |
@TokageItLab so both method isn't working properly on my case unfortunately. Tried to solve it by SkeletonModification3DTwoBoneIK but it also looks strange. There is test scene in order to confirm if i'm doing everything correctly |
I found that UpperLeg bone was rotated on it base for some reason. And there is no way to turn it back. ik-bug.mp4 |
To me it looks like it is rotated the negative amount it should be. I have the same exact issue with the thigh/hip bone on a rig that I myself created. I wonder if it has to do with the roll of the Godot-generated "hip" bones, or if it has to do with one of the bone's basis vectors being negative. Maybe the thigh bones being attached in the opposite direction of the spine bones causes this? |
@addmix I found that my leg bones was rotated to opposite direction regarding the hips bone. I have rolled it to the same direction and export again from blender to godot: But the result didn't change at all. I also tried to add two pelvis bones. The result is better but not ideal. You can see that character knee look bad. I beleive that the issue like the same. The UpLeg bone are little distorted for some reason: |
Godot version
4.0.alpha15
System information
Windows 11, Vulkan
Issue description
It seems that SkeletonIk3d does not work correctly in Godot 4.0.alpha15. For some reason, the leg bones are not in the correct position.
In godot 3.5 everything looks correct and works without any problems.
It's hard for me to understand if this is a bug on my side or a problem only with Godot 4 alpha
Godot 4.0.alpha15:
Godot 3.5:
Steps to reproduce
Download test project ik_wb_4_alpha15.zip below. Select the scene with main_character then select SkeletonIk3d node and press "Play IK".
Minimal reproduction project
Example with wrong behaviour for Godot 4.0.alpha15:
ik_wb_4_alpha15.zip
Same for Gotod 3.5:
ik_ok_3_5.zip
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