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Skeleton3D: setting animate_physical_bones in the Inspector does not work #76502

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jkulawik opened this issue Apr 27, 2023 · 2 comments · Fixed by #87888
Closed

Skeleton3D: setting animate_physical_bones in the Inspector does not work #76502

jkulawik opened this issue Apr 27, 2023 · 2 comments · Fixed by #87888

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@jkulawik
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Godot version

4.0.2

System information

Pop_OS

Issue description

After using "create physical skeleton" and playing an animation during runtime, the physical bones won't animate despite animate_physical_bones being set to true in the inspector.

Setting it to true through code in _ready makes the bones animate correctly.

Steps to reproduce

  • Import a rigged 3D model with an animation
  • In the 3D viewport, use Skeleton -> create physical skeleton
  • Optional: adjust the physical bones so that they're more visible
  • Enable visible collision shapes in the debug tab
  • place the model in a scene with a camera and see the bones remaining in the default pose while the mesh is animated
  • Enable the option through code and see that it works correctly
func _ready():
	skeleton.animate_physical_bones = true

Minimal reproduction project

See #75894 for an MRP that can be used to test this

@Mineorbit
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Mineorbit commented Apr 27, 2023

Thanks for splitting this bug off into a seperate issue :D

@Chaosus Chaosus added this to the 4.1 milestone Jun 1, 2023
@YuriSizov YuriSizov modified the milestones: 4.1, 4.2 Jun 23, 2023
@YuriSizov YuriSizov modified the milestones: 4.2, 4.x Nov 14, 2023
@KRC2000
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KRC2000 commented Jan 29, 2024

I want to also add that calling physical_bones_start_simulation(["some_bone"]) makes all the bones except "some_bone" stop being animated.

skeleton.AnimatePhysicalBones = true; // Work around for current issue
skeleton.PhysicalBonesStartSimulation(new() { "spine.005" });
// All the physical bones stopped being animated =(

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