Open ghost opened 2 years ago
Had same issue on 4.0.1 and on the 4.1 alpha build, the error itself doesn't seem to do much harm, it disappears after you assign a root/tip bones.
The current implementation of ikskeleton3d is however completely and utterly broken, magnet and magnet settings do nothing, when you select a tip bone it uses the bone before that as the tip bone, it also eats up the bone before the root bone.
Honestly don't see why they didn't remove ikskeleteon3d the same way they removed skeleton modifications, might as well since it is completely broken too, no need to pretend there's still inverse kinematics support in godot, there simply isn't right now.
I mean just to add insult to injury, the IK doesn't even keep playing if you select a different node after hitting play ik in the editor anymore!
Godot version
3.5.1 rc2
System information
Macos Monterey
Issue description
I get this error when I'm using inverse kinematics. the error does not stop the game from running and it does not show any impact on the game. it just pops up in the output whenever i start or stop the game from running. This occurs both on GLES2 and GLES3. I also suspect the cause is because i did clear inheritance after importing the model.
E 0:00:07.256 build_chain: Condition "p_task->root_bone >= ee->tip_bone" is true. Returned: false <C++ Source> scene/animation/skeleton_ik.cpp:77 @ build_chain()
Steps to reproduce
Import a rigged 3D model and attach a skeletonIK node to the Skeleton.
Minimal reproduction project
No response