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Make Skeleton3D
bone simulator an internal child
#95239
Make Skeleton3D
bone simulator an internal child
#95239
Conversation
Thanks! |
Thank you! |
@AThousandShips |
That didn't happen before this? I don't see how that would be affected by this change |
This screenshot is from |
I'd say to open an issue yes, I don't know the general animation area well beyond what I've worked on, and what code I can understand, my knowledge in this case was with internal/non-internal nodes |
The internal Simulator active should be linked to animate_physical_bones. If it is not linked, it may be a bug. But if not so, no problem. See also #93504 |
I see, thanks for the clarification! I think my concern now is just that there's an additional internal modifier node that is processing just because of the default value of this "linked active state" being true, despite there being no physical bones present. If that is not an issue though, I'll just ignore it. |
The existence of an active modifier will cause the deferred process to be called. So strictly speaking, there a very very small performance loss, so if you are really concerned about it, you should use a build with However, as I fixed in #93502, this should not be a big performance problem, since the updating does not actually occur in deferred process unless the physical bone is not in the child. |
The documentation lists this as internal, and it makes sense to keep this internal