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Skeleton3D animate_physics_bone and simultaneous bone simulation does not work #75894

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Mineorbit opened this issue Apr 10, 2023 · 1 comment

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@Mineorbit
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Mineorbit commented Apr 10, 2023

Godot version

4.0, still an issue with master branch

System information

Windows 10

Issue description

if both an animation is played and some bones are animated (by calling animate_physics_bones = true in ready), the animation does not affect the physical bones.

Steps to reproduce

  • Create any rigged mesh in blender with one small animation not involving a simulated bone. (example mesh attached, with script)
  • import into Godot, place into small environment with physics floor, add script to Skeleton3D such that physical_bones_start_simulation is called on _ready with the correct bones.
  • Start replay

2023-04-12 01-43-39

Note how the collider of the physical bone (visible above the glove in light blue) and the headband tails are not moving with the mesh.

Minimal reproduction project

See the example video above, also attached here as a project:
SkeletonTest.zip

Enable "Collision Shapes visible" in debug settings, to see that physical bones are not moving

@Mineorbit Mineorbit changed the title Skeleton3D animate_physics_bone and simulation Skeleton3D animate_physics_bone and concurrent bone simulation does not work Apr 10, 2023
@Mineorbit Mineorbit changed the title Skeleton3D animate_physics_bone and concurrent bone simulation does not work Skeleton3D animate_physics_bone and simultaneous bone simulation does not work Apr 10, 2023
@Mineorbit
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This issue seems to be solved by using, eg:
https://github.com/yaelatletl/godot-jigglebones

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