Fix SkeletonIK not playing animation if more than one IK-Bone is active

This commit is contained in:
Eric Rybicki 2020-01-16 20:22:15 +01:00
parent a2c90fe2f3
commit 41efc08532

View file

@ -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];