Godot: IK bones with magnet enabled deform the mesh

Created on 18 Dec 2019  路  8Comments  路  Source: godotengine/godot

Godot version:
3.2 at 7d34d1a85f95edd1b29b8eb24cda49b355db2c3d

OS/device including version:

Windows 10

Issue description:
Using Magnet on the IK deforms the mesh like this:

imagen

Steps to reproduce:
Node setup:
imagen

Create an IK rig in the engine, and then add this script to the IKskeleton

`tool
extends SkeletonIK

func _process(delta):
magnet = $Magnet.translation
`

bug regression core

All 8 comments

@AndreaCatania Found out in 3.2 Release that now the IK bones break a model, no matter if it uses magnets or not, so IK bones are pretty much broken, I'd call it a regression

Can you please send me the model? or a sample project would be even better

@AndreaCatania I tested it with https://github.com/GDquest/godot-3d-mannequin/

Checked once again, reverted the IK skeleton code to 3.1.2 but kept the other 3.2 code and found out the issue still exists. Verified that the issue manifests on the IK bones, but the actual bones move acordingly, it's the mesh that won't follow the bone correctly

I'll give it a check soon.

I met the same problem, found where it came from, but I don鈥檛 know the engine code very well. Therefore, I left a request for improvement for specialists here: https://github.com/godotengine/godot/issues/37095

This should be already fixed with this: https://github.com/godotengine/godot/pull/37272, that fix was tested with https://github.com/GDquest/godot-3d-mannequin/

Fixed by #37272.

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