Changed SkeletonIK3D to clear bone overrides when stopping

This commit is contained in:
TwistedTwigleg 2021-04-15 15:46:30 -04:00
parent 318a81f619
commit 9ebdf812df

View file

@ -270,7 +270,6 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
return; // Skip solving
}
// This line below is part of the problem - removing it fixes the issue with BoneAttachment nodes...
p_task->skeleton->set_bone_global_pose_override(p_task->chain.chain_root.bone, Transform(), 0.0, true);
if (p_task->chain.middle_chain_item) {
@ -567,6 +566,9 @@ void SkeletonIK3D::start(bool p_one_time) {
void SkeletonIK3D::stop() {
set_process_internal(false);
if (skeleton) {
skeleton->clear_bones_global_pose_override();
}
}
Transform SkeletonIK3D::_get_target_transform() {