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PhysicalBone3D's don't follow SkeletonIK3D in running project #77704

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NykolaR opened this issue May 31, 2023 · 1 comment
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PhysicalBone3D's don't follow SkeletonIK3D in running project #77704

NykolaR opened this issue May 31, 2023 · 1 comment

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@NykolaR
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NykolaR commented May 31, 2023

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

@Chaosus
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Chaosus commented Jun 1, 2023

Duplicate of #75894

@Chaosus Chaosus marked this as a duplicate of #75894 Jun 1, 2023
@Chaosus Chaosus closed this as not planned Won't fix, can't repro, duplicate, stale Jun 1, 2023
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