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Skeletons don't allow multiple IK nodes to run #38026
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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 |
@woollysammoth yep, in that way only the "involved" nodes are cleared out. A PR would be much welcome. |
…ole skeleton. Resolves godotengine#38026
@AndreaCatania Thanks for looking into it, sent in the PR |
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...? |
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
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