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After using "create physical skeleton" and playing an animation during runtime, the physical bones won't animate despite animate_physical_bones being set to true in the inspector.
Setting it to true through code in _ready makes the bones animate correctly.
Steps to reproduce
Import a rigged 3D model with an animation
In the 3D viewport, use Skeleton -> create physical skeleton
Optional: adjust the physical bones so that they're more visible
Enable visible collision shapes in the debug tab
place the model in a scene with a camera and see the bones remaining in the default pose while the mesh is animated
Enable the option through code and see that it works correctly
I want to also add that calling physical_bones_start_simulation(["some_bone"]) makes all the bones except "some_bone" stop being animated.
skeleton.AnimatePhysicalBones=true;// Work around for current issueskeleton.PhysicalBonesStartSimulation(new(){"spine.005"});// All the physical bones stopped being animated =(
Godot version
4.0.2
System information
Pop_OS
Issue description
After using "create physical skeleton" and playing an animation during runtime, the physical bones won't animate despite
animate_physical_bones
being set to true in the inspector.Setting it to true through code in
_ready
makes the bones animate correctly.Steps to reproduce
Minimal reproduction project
See #75894 for an MRP that can be used to test this
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