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Skeleton clone references same bones as original skeleton #15144

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TyLindberg opened this issue Oct 26, 2018 · 1 comment
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Skeleton clone references same bones as original skeleton #15144

TyLindberg opened this issue Oct 26, 2018 · 1 comment

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@TyLindberg
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When cloning a skeleton, the bones and boneInverses arrays of the cloned skeleton still reference the arrays from the original skeleton. Hence when the original skeleton is animated, the bones on the cloned skeleton are also affected. Is this the intended behavior?

return new Skeleton( this.bones, this.boneInverses );

@donmccurdy
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Related to PR #14494 and bugs #5878, #11574.

Whether it's intended behavior or not is a complicated question... you could, for example, clone a SkinnedMesh for which some bones are siblings (not children) of the mesh, such that some bones have two instances after the cloning is complete, and others have only one shared instance.

Closing this as a duplicate of #5878, just to keep conversation in one place.

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