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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
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
The text was updated successfully, but these errors were encountered:
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
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
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
physical_bones_start_simulation
is called on_ready
with the correct bones.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
The text was updated successfully, but these errors were encountered: