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In engine, when running SkeletonIK3D with a physical skeleton, the physical bones follow and match the IK. When a project is ran, the SkeletonIK3D visually functions, but physical bones will no longer follow the IK. It's possible I'm just overlooking something but have been stumped on it for ~3 hours now. Don't necessarily expect a fix since SkeletonIK3D is deprecated, but may also be relevant for whatever it's replacement ends up being/if the IK modification stack returns.
EDIT: In case anyone comes across this through searches, a workaround can be setting up bone attachment nodes with remote transform children connecting to the physical bones
in_engine.mp4project_running.mp4
Steps to reproduce
Create physical skeleton, add SkeletonIK3D, use IK. In the minimal reproduction, turn on visible collision shapes and run game, or play animation in editor and then start the IK.
Godot version
4.0.3 stable
System information
Linux, AMD
Issue description
In engine, when running SkeletonIK3D with a physical skeleton, the physical bones follow and match the IK. When a project is ran, the SkeletonIK3D visually functions, but physical bones will no longer follow the IK. It's possible I'm just overlooking something but have been stumped on it for ~3 hours now. Don't necessarily expect a fix since SkeletonIK3D is deprecated, but may also be relevant for whatever it's replacement ends up being/if the IK modification stack returns.
EDIT: In case anyone comes across this through searches, a workaround can be setting up bone attachment nodes with remote transform children connecting to the physical bones
in_engine.mp4
project_running.mp4
Steps to reproduce
Create physical skeleton, add SkeletonIK3D, use IK. In the minimal reproduction, turn on visible collision shapes and run game, or play animation in editor and then start the IK.
Minimal reproduction project
IKTest.zip
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