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Issue when use SkeletonModification2DCCDIK #75337

Open
Tracked by #78600
andresleonardobg opened this issue Mar 26, 2023 · 1 comment
Open
Tracked by #78600

Issue when use SkeletonModification2DCCDIK #75337

andresleonardobg opened this issue Mar 26, 2023 · 1 comment

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@andresleonardobg
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andresleonardobg commented Mar 26, 2023

Godot version

4.0

System information

windows 10, ryzen 5, radeon graphics vega 11, redering in every options

Issue description

I try to create a arm, I used polygon2d to the texture and after joined to the skeleton. Everything works until I add a modification to skeleton2d, I used SkeletonModification2DCCDIK and when I check "enable constraint", the texture increase and blicking until disappears. Sometimes this modification works but if I try to change the scale of the main node the problem with the texture it happens again. I dont use any script just nodes.

image

this is an example when only check the enable constraint
godot4 0 bug

and this is a example the modification works but if I try to modify the scale of the main node the problem appears again

godot4 0bugSecondExample

Steps to reproduce

1 create a node2d
2 add polygon2d to textures
3 add skeleton 2d and bones what need
4 add skeleton to polygon 2d
5 overwrite rest pose skelton2d
6 add SkeletonModification2DCCDIK to skeleton2d
7 check "enable constraint" to any join data change the values

I case that this step works, try to change the scale of the main node only one axis

Minimal reproduction project

godot40issue.zip

@rretureau
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The tip nodepath must not be a bone that is part of the IK chain. Add a Marker2D on your tip bone and assign that to Tip Nodepath

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