|
@@ -270,7 +270,6 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
|
|
|
return; // Skip solving
|
|
|
}
|
|
|
|
|
|
- // This line below is part of the problem - removing it fixes the issue with BoneAttachment nodes...
|
|
|
p_task->skeleton->set_bone_global_pose_override(p_task->chain.chain_root.bone, Transform(), 0.0, true);
|
|
|
|
|
|
if (p_task->chain.middle_chain_item) {
|
|
@@ -567,6 +566,9 @@ void SkeletonIK3D::start(bool p_one_time) {
|
|
|
|
|
|
void SkeletonIK3D::stop() {
|
|
|
set_process_internal(false);
|
|
|
+ if (skeleton) {
|
|
|
+ skeleton->clear_bones_global_pose_override();
|
|
|
+ }
|
|
|
}
|
|
|
|
|
|
Transform SkeletonIK3D::_get_target_transform() {
|