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Reproducible in 4.3dev6, 4.3beta1
Not reproducible in 4.3dev5, 4.3dev4
System information
Windows 10
Issue description
In 4.3dev6,Bones that are not bound to PhysicalBone3D will not follow the movement of their parent bones. [Considering that people have many fingers and toes, including joints, if you bind PhysicalBone3D to each bone, it will be difficult to operate and adjust.I believe the approach in previous godot versions was correct] In addition, the 'Create Physical Skeleton' function in the menu does not generate PhysicalBone3D bindings for end bones, including heads, feet, and fingers.
In previous Godot versions, Bones that are not bound to PhysicalBone3D will follow the movement of their parent bones.
Steps to reproduce
1.Open testbones_dev5.zip using Godot 4.3 Dev5,Run,wait 1 second
2.Open testbones_dev6.zip using Godot 4.3 Dev6,Run,wait 1 second
3.Compare the differences between the two
Hopefully, but no one has picked it up yet, pinpointing what changes caused this would help a lot, so bisecting the bug would be useful
Thank you for your quick reply. There is no assignee for this question for three weeks.
dszhblx
changed the title
[4.3Dev6]Bones that are not bound to PhysicalBone3D will not follow the movement of their parent bones
[4.3Dev6,Beta1]Bones that are not bound to PhysicalBone3D will not follow the movement of their parent bones
Jun 1, 2024
Tested versions
Reproducible in 4.3dev6, 4.3beta1
Not reproducible in 4.3dev5, 4.3dev4
System information
Windows 10
Issue description
In 4.3dev6,Bones that are not bound to PhysicalBone3D will not follow the movement of their parent bones.
[Considering that people have many fingers and toes, including joints, if you bind PhysicalBone3D to each bone, it will be difficult to operate and adjust.I believe the approach in previous godot versions was correct]
In addition, the 'Create Physical Skeleton' function in the menu does not generate PhysicalBone3D bindings for end bones, including heads, feet, and fingers.
In previous Godot versions, Bones that are not bound to PhysicalBone3D will follow the movement of their parent bones.
Steps to reproduce
1.Open testbones_dev5.zip using Godot 4.3 Dev5,Run,wait 1 second
2.Open testbones_dev6.zip using Godot 4.3 Dev6,Run,wait 1 second
3.Compare the differences between the two
Minimal reproduction project (MRP)
testbones_dev5.zip
testbones_dev6.zip
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