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Merge pull request #35217 from ericrybick/master

Fix SkeletonIK not playing animation if more than one IK-Bone is active
Rémi Verschelde 5 years ago
parent
commit
03be810434
1 changed files with 1 additions and 1 deletions
  1. 1 1
      scene/animation/skeleton_ik.cpp

+ 1 - 1
scene/animation/skeleton_ik.cpp

@@ -320,7 +320,7 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
 				new_bone_pose.basis = new_bone_pose.basis * p_task->chain.tips[0].end_effector->goal_transform.basis;
 		}
 
-		p_task->skeleton->set_bone_global_pose_override(ci->bone, new_bone_pose, 1.0);
+		p_task->skeleton->set_bone_global_pose_override(ci->bone, new_bone_pose, 1.0, true);
 
 		if (!ci->children.empty())
 			ci = &ci->children.write[0];