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Use a new approach to fix bone pose override not being reset when IK animation is stopped.

This reverts PR #35460 & commit 551c37167b.

(cherry picked from commit bb0358dd8d)
This commit is contained in:
Eric Rybicki
2020-01-25 10:06:14 +01:00
committed by Rémi Verschelde
parent 56336b4e24
commit 63daa19538
4 changed files with 1 additions and 25 deletions

View File

@@ -41,21 +41,12 @@ void SkeletonIKEditorPlugin::_play() {
return;
if (play_btn->is_pressed()) {
initial_bone_poses.resize(skeleton_ik->get_parent_skeleton()->get_bone_count());
for (int i = 0; i < skeleton_ik->get_parent_skeleton()->get_bone_count(); ++i) {
initial_bone_poses.write[i] = skeleton_ik->get_parent_skeleton()->get_bone_pose(i);
}
skeleton_ik->start();
} else {
skeleton_ik->stop();
if (initial_bone_poses.size() != skeleton_ik->get_parent_skeleton()->get_bone_count())
return;
for (int i = 0; i < skeleton_ik->get_parent_skeleton()->get_bone_count(); ++i) {
skeleton_ik->get_parent_skeleton()->set_bone_pose(i, initial_bone_poses[i]);
skeleton_ik->get_parent_skeleton()->set_bone_global_pose_override(i, Transform(), 0);
}
}
}