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There is no PhysicalBone3D/SkeletonModifier3D migration document #94831
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CC @TokageItLab |
This is never a bug. Here is fixed project active_ragdoll_4.3_fixed.zip. Poses modified by SkeletonModifier should be retrieved in the signal. Documentation on this godotengine/godot-website#854 has already been written but not yet proofed and merged. cc @clayjohn @adamscott |
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Jul 29, 2024
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[4.3 RC1, beta 3] Active Ragdoll PhysicalBone3D (GD 4.2 work perfect 4.3 it's completely broken)
There is no PhysicalBone3D/SkeletonModifier3D migration document
Jul 29, 2024
Thank you, and sorry for the inconvenience. |
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Tested versions
Reproducible in v4.3.rc1.official [e343dbb], v4.3.rc1.mono.official [e343dbb], 4.3 beta 3
System information
Godot v4.3.rc1 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.5186) - 12th Gen Intel(R) Core(TM) i5-12600K (16 Threads)
Issue description
In 4.2 it works great, but unfortunately in 4.3 it's completely broken. I tried several settings with PhysicalBoneSimulator3D and I also tried enabling Deprecated animate_physical_bones in Skeleton3D.
The angular velocity may be the problem. How should it be set to get it right? Could it be a bug?
The script was based on this tutorial:
https://www.youtube.com/watch?v=0MHY2TDeMLM
Here Godot 4.2 work version video:
4.2_work.mp4
And this video shows the 4.3 non-functional version.
4.3_not_work.mp4
Steps to reproduce
1.Open active_ragdoll_4.3.zip using v4.3.rc1.official [e343dbb] or v4.3.rc1.mono.official [e343dbb],Run,wait 1 second
2.Open active_ragdoll_4.2.zip using v4.2.2.stable.mono.official [15073af],Run,wait 1 second
3.Compare the differences between the two
Minimal reproduction project (MRP)
active_ragdoll_4.3.zip
active_ragdoll_4.2.zip
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