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@@ -95,17 +95,32 @@ bool Skeleton3D::_set(const StringName &p_path, const Variant &p_value) {
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} else if (what == "scale") {
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set_bone_pose_scale(which, p_value);
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#ifndef DISABLE_DEPRECATED
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- } else if (what == "pose") {
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+ } else if (what == "pose" || what == "bound_children") {
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// Kept for compatibility from 3.x to 4.x.
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WARN_DEPRECATED_MSG("Skeleton uses old pose format, which is deprecated (and loads slower). Consider re-importing or re-saving the scene." +
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(is_inside_tree() ? vformat(" Path: \"%s\"", get_path()) : String()));
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- // Old Skeleton poses were relative to rest, new ones are absolute, so we need to recompute the pose.
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- // Skeleton3D nodes were always written with rest before pose, so this *SHOULD* work...
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- Transform3D rest = get_bone_rest(which);
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- Transform3D pose = rest * (Transform3D)p_value;
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- set_bone_pose_position(which, pose.origin);
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- set_bone_pose_rotation(which, pose.basis.get_rotation_quaternion());
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- set_bone_pose_scale(which, pose.basis.get_scale());
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+ if (what == "pose") {
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+ // Old Skeleton poses were relative to rest, new ones are absolute, so we need to recompute the pose.
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+ // Skeleton3D nodes were always written with rest before pose, so this *SHOULD* work...
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+ Transform3D rest = get_bone_rest(which);
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+ Transform3D pose = rest * (Transform3D)p_value;
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+ set_bone_pose_position(which, pose.origin);
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+ set_bone_pose_rotation(which, pose.basis.get_rotation_quaternion());
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+ set_bone_pose_scale(which, pose.basis.get_scale());
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+ } else { // bound_children
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+ // This handles the case where the pose was set to the rest position; the pose property would == Transform() and would not be saved to the scene by default.
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+ // However, the bound_children property was always saved regardless of value, and it was always saved after both pose and rest.
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+ // We don't do anything else with bound_children, as it's not present on Skeleton3D.
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+ Vector3 pos = get_bone_pose_position(which);
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+ Quaternion rot = get_bone_pose_rotation(which);
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+ Vector3 scale = get_bone_pose_scale(which);
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+ Transform3D rest = get_bone_rest(which);
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+ if (rest != Transform3D() && pos == Vector3() && rot == Quaternion() && scale == Vector3(1, 1, 1)) {
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+ set_bone_pose_position(which, rest.origin);
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+ set_bone_pose_rotation(which, rest.basis.get_rotation_quaternion());
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+ set_bone_pose_scale(which, rest.basis.get_scale());
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+ }
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+ }
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#endif
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} else {
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return false;
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