Resets global pose of IK chain bones being solved, rather than the whole skeleton. Resolves #38026

(cherry picked from commit e321d38c0e)
This commit is contained in:
Sam 2020-04-25 10:57:42 -04:00 committed by Rémi Verschelde
parent 6fb6107e6a
commit 68b968ff6c
1 changed files with 9 additions and 1 deletions

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@ -287,7 +287,15 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
return; // Skip solving return; // Skip solving
} }
p_task->skeleton->clear_bones_global_pose_override(); 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) {
p_task->skeleton->set_bone_global_pose_override(p_task->chain.middle_chain_item->bone, Transform(), 0.0, true);
}
for (int i = 0; i < p_task->chain.tips.size(); i += 1) {
p_task->skeleton->set_bone_global_pose_override(p_task->chain.tips[i].chain_item->bone, Transform(), 0.0, true);
}
make_goal(p_task, p_task->skeleton->get_global_transform().affine_inverse().scaled(p_task->skeleton->get_global_transform().get_basis().get_scale()), blending_delta); make_goal(p_task, p_task->skeleton->get_global_transform().affine_inverse().scaled(p_task->skeleton->get_global_transform().get_basis().get_scale()), blending_delta);