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When using the skeltonIK3d on a simple bone chain, the roll axis of bones are not working correctly. As can be seen in this clip comparing 3.5 to 4.0.2, when moving the ik target on the x axis, the bone roll of the shin bone twists in a very strange way.
When the ik target is just moving up and down on the y axis 4.0.2 looks the same as 3.5. I have tried many ways of setting the roll axis in blender before exporting, but this seems to make no difference in godot.
ik_roll_bug.mp4
@lyuma I also tried this with your recent fix in master and it does not fix this issue, unfortunately. I did try the scorpion demo scene and I can see that it resolved that. Simple 2 or 3 bone chains seem to exhibit this odd roll issue...maybe the long chain on the scorpion tail is covering up the issue?
On a side note, I am getting tons of crashes trying to test out simple ik with the standard tool script. Especially just clicking in the skeletonik3d node.
Steps to reproduce
import a simple 2 or 3 bone skeleton such as a leg
add a skeltonik3d node
fill in the node parameters and add a marker3d as target
add a tool script to start off the ik solve
move the ik target on the x axis and observe the twisting
Thanks for all the testing, and for clarifications in the comments on #77469. Sorry I forgot to post an update last week, but I made progress and verified that this was indeed a regression in 4.x that was not present in 3.x and seems to still be an issue regardless of humanoid retarget and regardless of the other bugfixes.
I was out for a week but I'm pretty confident I will be able to get to the bottom of this issue by the time 4.1 is released. I'll keep you all updated.
Can you verify the updated PR on #77469 and see if it works for you? The issue was 3.x called Basis::rotated() and 4.0 calls the new rotate_to_align, which must do a left-multiply to match Basis::rotated.
Godot version
4.0.2
System information
Windows 10 960m
Issue description
When using the skeltonIK3d on a simple bone chain, the roll axis of bones are not working correctly. As can be seen in this clip comparing 3.5 to 4.0.2, when moving the ik target on the x axis, the bone roll of the shin bone twists in a very strange way.
When the ik target is just moving up and down on the y axis 4.0.2 looks the same as 3.5. I have tried many ways of setting the roll axis in blender before exporting, but this seems to make no difference in godot.
ik_roll_bug.mp4
@lyuma I also tried this with your recent fix in master and it does not fix this issue, unfortunately. I did try the scorpion demo scene and I can see that it resolved that. Simple 2 or 3 bone chains seem to exhibit this odd roll issue...maybe the long chain on the scorpion tail is covering up the issue?
On a side note, I am getting tons of crashes trying to test out simple ik with the standard tool script. Especially just clicking in the skeletonik3d node.
Steps to reproduce
Minimal reproduction project
This has the 3.5, 4.0.2 file and the blend file
ik_roll_bug.zip
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