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Skeletons don't allow multiple IK nodes to run #38026

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woollysammoth opened this issue Apr 19, 2020 · 4 comments · Fixed by #38203
Closed

Skeletons don't allow multiple IK nodes to run #38026

woollysammoth opened this issue Apr 19, 2020 · 4 comments · Fixed by #38203
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@woollysammoth
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Godot version:
master (495b287) - applies to 3.2 as well

OS/device including version:
Windows 10

Issue description:
If there are multiple SkeletonIK nodes on a Skeleton, only one will run. Looking into it, in scene/3d/skeleton_ik_3d.cpp, clear_bones_global_pose_override() is called on the skeleton when an IK chain is being solved, resetting any previous IK. I believe it should only be resetting the global pose on the bones in the chain being solved.

Steps to reproduce:
Set up two SkeletonIK nodes for a Skeleton (ie left arm and right arm) and create a script to run start() on both IK nodes.

Minimal reproduction project:
Multiple IK Bug.zip

@woollysammoth
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@AndreaCatania I have this change (woollysammoth@a765f12) that fixes the issue for me, if it looks ok I can submit a PR

@AndreaCatania
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@woollysammoth yep, in that way only the "involved" nodes are cleared out. A PR would be much welcome.

@AndreaCatania AndreaCatania modified the milestones: 4.0, 3.2 Apr 24, 2020
@AndreaCatania AndreaCatania added the cherrypick:3.x Considered for cherry-picking into a future 3.x release label Apr 24, 2020
woollysammoth added a commit to woollysammoth/godot that referenced this issue Apr 25, 2020
@woollysammoth
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@AndreaCatania Thanks for looking into it, sent in the PR

@revanj
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revanj commented Apr 29, 2020

For some reason the PR by @woollysammoth #38203 hasn't been tagged properly so there might the possibility of overlooking the PR when ironing out bugs...?

@akien-mga akien-mga removed the cherrypick:3.x Considered for cherry-picking into a future 3.x release label Apr 29, 2020
akien-mga pushed a commit that referenced this issue May 1, 2020
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