Open Mineorbit opened 1 year ago
This issue seems to be solved by using, eg: https://github.com/yaelatletl/godot-jigglebones
For me physical bones animation works if i manually set animate_physical_bones to true in code, but only until version 4.2.2. In 4.3 animate_physical_bones does not work and there is no easy workaround :( . At least I could not find any, but I was searching a lot.
Godot version
4.0, still an issue with master branch
System information
Windows 10
Issue description
if both an animation is played and some bones are animated (by calling
animate_physics_bones = true
in ready), the animation does not affect the physical bones.Steps to reproduce
physical_bones_start_simulation
is called on_ready
with the correct bones.Note how the collider of the physical bone (visible above the glove in light blue) and the headband tails are not moving with the mesh.
Minimal reproduction project
See the example video above, also attached here as a project: SkeletonTest.zip
Enable "Collision Shapes visible" in debug settings, to see that physical bones are not moving