From 41efc08532a2e0152c139fb30e397cb5ac26ca08 Mon Sep 17 00:00:00 2001 From: Eric Rybicki Date: Thu, 16 Jan 2020 20:22:15 +0100 Subject: [PATCH] Fix SkeletonIK not playing animation if more than one IK-Bone is active --- scene/animation/skeleton_ik.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/scene/animation/skeleton_ik.cpp b/scene/animation/skeleton_ik.cpp index 99a266af0df..518c243dd0e 100644 --- a/scene/animation/skeleton_ik.cpp +++ b/scene/animation/skeleton_ik.cpp @@ -320,7 +320,7 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove new_bone_pose.basis = new_bone_pose.basis * p_task->chain.tips[0].end_effector->goal_transform.basis; } - p_task->skeleton->set_bone_global_pose_override(ci->bone, new_bone_pose, 1.0); + p_task->skeleton->set_bone_global_pose_override(ci->bone, new_bone_pose, 1.0, true); if (!ci->children.empty()) ci = &ci->children.write[0];