Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

SkeletonIK3D target rotates on incorrect axis #89593

Open
lyuma opened this issue Mar 17, 2024 · 0 comments
Open

SkeletonIK3D target rotates on incorrect axis #89593

lyuma opened this issue Mar 17, 2024 · 0 comments

Comments

@lyuma
Copy link
Contributor

lyuma commented Mar 17, 2024

Tested versions

reproducible in 4.1.1 and 4.2.1 (IK was nonfunctional in 4.0)

System information

Godot v4.2.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3090 (NVIDIA; 31.0.15.3713) - Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz (16 Threads)

Issue description

The rotation of the target rotates the end effector on what seems to be an incorrect axis. For example, rotating about the Y axis seems to rotate the bone about the Z axis instead.

May be related to #54891

Steps to reproduce

  1. Open the test project (Imported VRM + SkeletonIK3D node + Node3D target)
  2. Open test.tscn
  3. Select SkeletonIK3D
  4. Click "Play IK" in the 3d scene toolbar
  5. Select the target "Node3D"
  6. rotate it on the red or blue axes
  7. You will see the foot rotates about the incorrect axis.

Minimal reproduction project (MRP)

skeletonik3d_issue.zip

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

2 participants