Description
Tested versions
- Godot v4.5.dev5
System information
Godot v4.5.dev5 - macOS Sequoia (15.5.0) - Multi-window, 1 monitor - Vulkan (Forward+) - integrated Apple M4 Pro - Apple M4 Pro (14 threads)
Issue description
When "Reset on Save" is set on an AnimationMixer
, it will use the bone positions of the animation named RESET
when saving the scene.
However, this only applies to bone rotations inside of the Skeleton3D
being modified.
If the Skeleton3D
has a PhysicalBoneSimulator3D
that has PhysicalBone3D
nodes inside of it, the transforms from the animation will still be saved for those PhysicalBone3D
nodes. It seems like the transforms from the RESET
animation should be saved there instead.
Steps to reproduce
- Create a physical skeleton inside of a
Skeleton3D
- Make sure it has a
RESET
animation - Make sure that "Reset on Save" (
reset_on_save
) is selected for theAnimationPlayer
- Save the file and commit to git
- Switch animations or let the current animation play for a bit
- Save the file again and look at the diff
- See that each
PhysicalBone3D
has a changed position
Minimal reproduction project (MRP)
Follow the repro steps from above with the 3D platformer project;
https://github.com/godotengine/godot-demo-projects/tree/master/3d/platformer
Steps to create the physical skeleton are here:
https://docs.godotengine.org/en/stable/tutorials/physics/ragdoll_system.html
Metadata
Metadata
Assignees
Type
Projects
Status