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When a BoneAttachment3D node has override_pose enabled, the editor is not properly updating the bone transform if the BoneAttachment3D receives a global transform change but not a local one.
In the attached video you can see that the bone pose updates properly if i move the BoneAttachment3D node. But, when I move the parent node, nothing is happening to the bone. Then when I slightly move the BoneAttachment3D it will trigger the bone pose to update and snap to the correct position.
boneattachmentbug.mp4
Steps to reproduce
Start at step 5 if using the minimal reproduction project
Set up a Skeleton3D
Add a new Node3D
Add a child BoneAttachment3D to the Node3D
Set up the external skeleton on the BoneAttachment3D and target a bone, set override_pose to true
Move the Node3D we created in step 2 and see that the bone pose does not update in the editor
(6. Move the BoneAttachment3D node slightly and see it teleport the bone to the correct position)
Tested versions
v4.2.stable.official [46dc277]
System information
Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated AMD Radeon RX 7900 XTX (Advanced Micro Devices, Inc.; 31.0.23013.1023) - 13th Gen Intel(R) Core(TM) i7-13700KF (24 Threads)
Issue description
When a BoneAttachment3D node has override_pose enabled, the editor is not properly updating the bone transform if the BoneAttachment3D receives a global transform change but not a local one.
In the attached video you can see that the bone pose updates properly if i move the BoneAttachment3D node. But, when I move the parent node, nothing is happening to the bone. Then when I slightly move the BoneAttachment3D it will trigger the bone pose to update and snap to the correct position.
boneattachmentbug.mp4
Steps to reproduce
Start at step 5 if using the minimal reproduction project
(6. Move the BoneAttachment3D node slightly and see it teleport the bone to the correct position)
Minimal reproduction project (MRP)
BoneAttachment3DBug.zip
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