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Remove REST transform influence in skeleton bones
* Animations and Skeletons are now pose-only. * Rest transform is kept as reference (when it exists) and for IK * Improves 3D model compatibility (non uniform transforms will properly work, as well as all animations coming from Autodesk products).
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@@ -146,11 +146,13 @@ void MeshInstance3D::_resolve_skeleton_path() {
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if (!skeleton_path.is_empty()) {
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Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(get_node(skeleton_path));
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if (skeleton) {
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new_skin_reference = skeleton->register_skin(skin_internal);
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if (skin_internal.is_null()) {
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new_skin_reference = skeleton->register_skin(skeleton->create_skin_from_rest_transforms());
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//a skin was created for us
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skin_internal = new_skin_reference->get_skin();
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notify_property_list_changed();
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} else {
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new_skin_reference = skeleton->register_skin(skin_internal);
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}
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}
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}
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