Ported from Godot4: 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).
- reduz
2dc823273e
This commit is contained in:
Relintai 2022-08-11 19:06:33 +02:00
parent 15a5bea727
commit 109a0ca81b
10 changed files with 65 additions and 248 deletions

View File

@ -45,6 +45,11 @@
Removes the local pose override on all bones in the skeleton.
</description>
</method>
<method name="create_skin_from_rest_transforms">
<return type="Skin" />
<description>
</description>
</method>
<method name="execute_modifications">
<return type="void" />
<argument index="0" name="delta" type="float" />
@ -200,7 +205,7 @@
<argument index="1" name="basis" type="Basis" />
<description>
Rotates the given [Basis] so that the forward axis of the Basis is facing in the forward direction of the bone at [code]bone_idx[/code].
This is helper function to make using [method Transform3D.looking_at] easier with bone poses.
This is helper function to make using [method Transform.looking_at] easier with bone poses.
</description>
</method>
<method name="is_bone_enabled" qualifiers="const">
@ -210,15 +215,6 @@
Returns whether the bone pose for the bone at [code]bone_idx[/code] is enabled.
</description>
</method>
<method name="is_bone_rest_disabled" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="bone_idx" type="int">
</argument>
<description>
Returns whether the bone rest for the bone at [code]bone_idx[/code] is disabled.
</description>
</method>
<method name="local_pose_to_global_pose">
<return type="Transform3D" />
<argument index="0" name="bone_idx" type="int" />
@ -288,15 +284,6 @@
Sets the children for the passed in bone, [code]bone_idx[/code], to the passed-in array of bone indexes, [code]bone_children[/code].
</description>
</method>
<method name="set_bone_custom_pose">
<return type="void" />
<argument index="0" name="bone_idx" type="int" />
<argument index="1" name="custom_pose" type="Transform3D" />
<description>
Sets the custom pose transform, [code]custom_pose[/code], for the bone at [code]bone_idx[/code]. This pose is an addition to the bone rest pose.
[b]Note:[/b] The pose transform needs to be in bone space. Use [method world_transform_to_global_pose] to convert a world transform, like one you can get from a [Node3D], to bone space.
</description>
</method>
<method name="remove_bone">
<return type="void" />
<argument index="0" name="bone_idx" type="int" />

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@ -4362,6 +4362,9 @@ Error GLTFDocument::_create_skeletons(Ref<GLTFState> state) {
skeleton->add_bone(node->get_name());
skeleton->set_bone_rest(bone_index, node->xform);
skeleton->set_bone_pose_position(bone_index, node->translation);
skeleton->set_bone_pose_rotation(bone_index, node->rotation.normalized());
skeleton->set_bone_pose_scale(bone_index, node->scale);
if (node->parent >= 0 && state->nodes[node->parent]->skeleton == skel_i) {
const int bone_parent = skeleton->find_bone(state->nodes[node->parent]->get_name());
@ -5448,7 +5451,7 @@ void GLTFDocument::_convert_skeleton_to_gltf(Skeleton *p_skeleton3d, Ref<GLTFSta
// Note that we cannot use _gen_unique_bone_name here, because glTF spec requires all node
// names to be unique regardless of whether or not they are used as joints.
joint_node->set_name(_gen_unique_name(state, skeleton->get_bone_name(bone_i)));
Transform xform = skeleton->get_bone_rest(bone_i) * skeleton->get_bone_pose(bone_i);
Transform xform = skeleton->get_bone_pose(bone_i);
joint_node->scale = xform.basis.get_scale();
joint_node->rotation = xform.basis.get_rotation_quat();
joint_node->translation = xform.origin;
@ -5933,38 +5936,16 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
if (position_idx >= 0) {
pos = _interpolate_track<Vector3>(track.translation_track.times, track.translation_track.values, time, track.translation_track.interpolation);
animation->position_track_insert_key(position_idx, time, pos);
}
if (rotation_idx >= 0) {
rot = _interpolate_track<Quat>(track.rotation_track.times, track.rotation_track.values, time, track.rotation_track.interpolation);
animation->rotation_track_insert_key(rotation_idx, time, rot);
}
if (scale_idx >= 0) {
scale = _interpolate_track<Vector3>(track.scale_track.times, track.scale_track.values, time, track.scale_track.interpolation);
}
if (gltf_node->skeleton >= 0) {
Transform xform;
xform.basis.set_quat_scale(rot, scale);
xform.origin = pos;
const Skeleton *skeleton = state->skeletons[gltf_node->skeleton]->pandemonium_skeleton;
const int bone_idx = skeleton->find_bone(gltf_node->get_name());
xform = skeleton->get_bone_rest(bone_idx).affine_inverse() * xform;
rot = xform.basis.get_rotation_quat();
rot.normalize();
scale = xform.basis.get_scale();
pos = xform.origin;
}
if (position_idx >= 0) {
animation->position_track_insert_key(position_idx, time, pos);
}
if (rotation_idx >= 0) {
animation->rotation_track_insert_key(rotation_idx, time, rot);
}
if (scale_idx >= 0) {
animation->scale_track_insert_key(scale_idx, time, scale);
}
@ -6087,7 +6068,7 @@ void GLTFDocument::_convert_mesh_instances(Ref<GLTFState> state) {
} else {
if (skin.is_null()) {
// Note that gltf_skin_key should remain null, so these can share a reference.
skin = skeleton->register_skin(nullptr)->get_skin();
skin = skeleton->create_skin_from_rest_transforms();
}
gltf_skin.instance();
gltf_skin->pandemonium_skin = skin;

View File

@ -259,11 +259,6 @@ void BoneTransformEditor::_change_transform(Transform p_new_transform) {
undo_redo->add_undo_method(skeleton, "set_bone_pose", property.get_slicec('/', 1).to_int(), skeleton->get_bone_pose(property.get_slicec('/', 1).to_int()));
undo_redo->add_do_method(skeleton, "set_bone_pose", property.get_slicec('/', 1).to_int(), p_new_transform);
undo_redo->commit_action();
} else if (s == "custom_pose") {
undo_redo->create_action(TTR("Set Custom Bone Pose Transform"), UndoRedo::MERGE_ENDS);
undo_redo->add_undo_method(skeleton, "set_bone_custom_pose", property.get_slicec('/', 1).to_int(), skeleton->get_bone_custom_pose(property.get_slicec('/', 1).to_int()));
undo_redo->add_do_method(skeleton, "set_bone_custom_pose", property.get_slicec('/', 1).to_int(), p_new_transform);
undo_redo->commit_action();
} else if (s == "rest") {
undo_redo->create_action(TTR("Set Bone Rest Transform"), UndoRedo::MERGE_ENDS);
undo_redo->add_undo_property(skeleton, property, skeleton->get(property));
@ -310,27 +305,6 @@ void BoneTransformEditor::_update_properties() {
_update_transform_properties(tform);
}
void BoneTransformEditor::_update_custom_pose_properties() {
if (updating) {
return;
}
if (skeleton == nullptr) {
return;
}
updating = true;
int idx = property.to_int();
//if (idx == 0) {
// return;
//}
Transform tform = skeleton->get_bone_custom_pose(idx);
_update_transform_properties(tform);
}
void BoneTransformEditor::_update_transform_properties(Transform tform) {
Basis rotation_basis = tform.get_basis();
Vector3 rotation_radians = rotation_basis.get_rotation_euler();
@ -566,9 +540,7 @@ void SkeletonEditor::pose_to_rest() {
ur->add_do_method(skeleton, "set_bone_pose", selected_bone, Transform());
ur->add_undo_method(skeleton, "set_bone_pose", selected_bone, skeleton->get_bone_pose(selected_bone));
ur->add_do_method(skeleton, "set_bone_custom_pose", selected_bone, Transform());
ur->add_undo_method(skeleton, "set_bone_custom_pose", selected_bone, skeleton->get_bone_custom_pose(selected_bone));
ur->add_do_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_rest(selected_bone) * skeleton->get_bone_custom_pose(selected_bone) * skeleton->get_bone_pose(selected_bone));
ur->add_do_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_rest(selected_bone) * skeleton->get_bone_pose(selected_bone));
ur->add_undo_method(skeleton, "set_bone_rest", selected_bone, skeleton->get_bone_rest(selected_bone));
ur->commit_action();
@ -784,11 +756,9 @@ void SkeletonEditor::_joint_tree_selection_changed() {
pose_editor->set_target(bone_path + "pose");
rest_editor->set_target(bone_path + "rest");
custom_pose_editor->set_target(bone_path + "custom_pose");
pose_editor->set_visible(true);
rest_editor->set_visible(true);
custom_pose_editor->set_visible(true);
selected_bone = b_idx;
}
@ -813,10 +783,6 @@ void SkeletonEditor::_update_properties() {
pose_editor->_update_properties();
}
if (custom_pose_editor) {
custom_pose_editor->_update_custom_pose_properties();
}
_update_gizmo_transform();
}
@ -1000,12 +966,6 @@ void SkeletonEditor::create_editors() {
rest_editor->set_visible(false);
add_child(rest_editor);
rest_editor->set_transform_read_only(true);
custom_pose_editor = memnew(BoneTransformEditor(skeleton));
custom_pose_editor->set_label(TTR("Bone Custom Pose"));
custom_pose_editor->set_visible(false);
add_child(custom_pose_editor);
custom_pose_editor->set_transform_read_only(true);
}
void SkeletonEditor::_notification(int p_what) {
@ -1081,7 +1041,6 @@ SkeletonEditor::SkeletonEditor(EditorInspectorPluginSkeleton *e_plugin, EditorNo
joint_tree = nullptr;
rest_editor = nullptr;
pose_editor = nullptr;
custom_pose_editor = nullptr;
skeleton_options = nullptr;
rest_options = nullptr;
@ -1627,7 +1586,7 @@ void SkeletonGizmoPlugin::set_subgizmo_transform(const EditorSpatialGizmo *p_giz
if (parent_idx >= 0) {
original_to_local = original_to_local * skeleton->get_bone_global_pose(parent_idx);
}
original_to_local = original_to_local * skeleton->get_bone_rest(p_id) * skeleton->get_bone_custom_pose(p_id);
Basis to_local = original_to_local.get_basis().inverse();
// Prepare transform.
@ -1854,5 +1813,5 @@ void SkeletonGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
}
Ref<ArrayMesh> m = surface_tool->commit();
p_gizmo->add_mesh(m, Ref<Material>(), Transform(), skeleton->register_skin(Ref<Skin>()));
p_gizmo->add_mesh(m, Ref<Material>(), Transform(), skeleton->register_skin(skeleton->create_skin_from_rest_transforms()));
}

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@ -113,7 +113,6 @@ public:
void set_label(const String &p_label) { label = p_label; }
void _update_properties();
void _update_custom_pose_properties();
void _update_transform_properties(Transform p_transform);
// Transform can be keyed, whether or not to show the button
@ -169,7 +168,6 @@ class SkeletonEditor : public VBoxContainer {
Tree *joint_tree;
BoneTransformEditor *rest_editor;
BoneTransformEditor *pose_editor;
BoneTransformEditor *custom_pose_editor;
VSeparator *separator;
MenuButton *skeleton_options;

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@ -83,8 +83,6 @@ void BoneAttachment::set_override_pose(bool p_override) {
sk->set_bone_global_pose_override(bone_idx, Transform(), 0.0, false);
} else if (override_mode == OVERRIDE_MODES::MODE_LOCAL_POSE) {
sk->set_bone_local_pose_override(bone_idx, Transform(), 0.0, false);
} else if (override_mode == OVERRIDE_MODES::MODE_CUSTOM_POSE) {
sk->set_bone_custom_pose(bone_idx, Transform());
}
}
_transform_changed();
@ -105,8 +103,6 @@ void BoneAttachment::set_override_mode(int p_mode) {
sk->set_bone_global_pose_override(bone_idx, Transform(), 0.0, false);
} else if (override_mode == OVERRIDE_MODES::MODE_LOCAL_POSE) {
sk->set_bone_local_pose_override(bone_idx, Transform(), 0.0, false);
} else if (override_mode == OVERRIDE_MODES::MODE_CUSTOM_POSE) {
sk->set_bone_custom_pose(bone_idx, Transform());
}
}

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@ -82,7 +82,6 @@ private:
enum OVERRIDE_MODES {
MODE_GLOBAL_POSE,
MODE_LOCAL_POSE,
MODE_CUSTOM_POSE
};
bool bound;

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@ -163,11 +163,13 @@ void MeshInstance::_resolve_skeleton_path() {
if (!skeleton_path.is_empty()) {
Skeleton *skeleton = Object::cast_to<Skeleton>(get_node(skeleton_path));
if (skeleton) {
new_skin_reference = skeleton->register_skin(skin_internal);
if (skin_internal.is_null()) {
new_skin_reference = skeleton->register_skin(skeleton->create_skin_from_rest_transforms());
//a skin was created for us
skin_internal = new_skin_reference->get_skin();
_change_notify();
} else {
new_skin_reference = skeleton->register_skin(skin_internal);
}
}
}

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@ -571,18 +571,6 @@ void Skeleton::unparent_bone_and_rest(int p_bone) {
_make_dirty();
}
void Skeleton::set_bone_disable_rest(int p_bone, bool p_disable) {
const int bone_size = bones.size();
ERR_FAIL_INDEX(p_bone, bone_size);
bones.write[p_bone].disable_rest = p_disable;
}
bool Skeleton::is_bone_rest_disabled(int p_bone) const {
const int bone_size = bones.size();
ERR_FAIL_INDEX_V(p_bone, bone_size, false);
return bones[p_bone].disable_rest;
}
int Skeleton::get_bone_parent(int p_bone) const {
const int bone_size = bones.size();
ERR_FAIL_INDEX_V(p_bone, bone_size, -1);
@ -759,21 +747,6 @@ Vector3 Skeleton::get_bone_pose_scale(int p_bone) const {
return bones[p_bone].pose_scale;
}
void Skeleton::set_bone_custom_pose(int p_bone, const Transform &p_custom_pose) {
ERR_FAIL_INDEX(p_bone, bones.size());
//ERR_FAIL_COND( !is_inside_scene() );
bones.write[p_bone].custom_pose_enable = (p_custom_pose != Transform());
bones.write[p_bone].custom_pose = p_custom_pose;
_make_dirty();
}
Transform Skeleton::get_bone_custom_pose(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
return bones[p_bone].custom_pose;
}
void Skeleton::_make_dirty() {
if (dirty) {
return;
@ -981,31 +954,38 @@ Ref<Skin> Skeleton::create_skin_from_rest_transforms() {
skin.instance();
skin->set_bind_count(bones.size());
_update_process_order(); //just in case
_update_process_order(); // Just in case.
// pose changed, rebuild cache of inverses
// Pose changed, rebuild cache of inverses.
const Bone *bonesptr = bones.ptr();
int len = bones.size();
// calculate global rests and invert them
Vector<int> bones_to_process = get_parentless_bones();
// Calculate global rests and invert them.
LocalVector<int> bones_to_process;
bones_to_process = get_parentless_bones();
while (bones_to_process.size() > 0) {
int current_bone_idx = bones_to_process[0];
bones_to_process.erase(current_bone_idx);
const Bone &b = bonesptr[current_bone_idx];
bones_to_process.erase(current_bone_idx);
LocalVector<int> child_bones_vector;
child_bones_vector = get_bone_children(current_bone_idx);
int child_bones_size = child_bones_vector.size();
// Note: the code below may not work by default. May need to track an integer for the bone pose index order
// in the while loop, instead of using current_bone_idx.
if (b.parent >= 0) {
skin->set_bind_pose(current_bone_idx, skin->get_bind_pose(b.parent) * b.rest);
} else {
if (b.parent < 0) {
skin->set_bind_pose(current_bone_idx, b.rest);
}
for (int i = 0; i < child_bones_size; i++) {
int child_bone_idx = child_bones_vector[i];
const Bone &cb = bonesptr[child_bone_idx];
skin->set_bind_pose(child_bone_idx, skin->get_bind_pose(current_bone_idx) * cb.rest);
// Add the bone's children to the list of bones to be processed.
bones_to_process.push_back(child_bones_vector[i]);
}
}
for (int i = 0; i < len; i++) {
//the inverse is what is actually required
// The inverse is what is actually required.
skin->set_bind_bone(i, i);
skin->set_bind_pose(i, skin->get_bind_pose(i).affine_inverse());
}
@ -1014,52 +994,14 @@ Ref<Skin> Skeleton::create_skin_from_rest_transforms() {
}
Ref<SkinReference> Skeleton::register_skin(const Ref<Skin> &p_skin) {
ERR_FAIL_COND_V(p_skin.is_null(), Ref<SkinReference>());
for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) {
if (E->get()->skin == p_skin) {
return Ref<SkinReference>(E->get());
}
}
Ref<Skin> skin = p_skin;
if (skin.is_null()) {
//need to create one from existing code, this is for compatibility only
//when skeletons did not support skins. It is also used by gizmo
//to display the skeleton.
skin.instance();
skin->set_bind_count(bones.size());
_update_process_order(); //just in case
// pose changed, rebuild cache of inverses
const Bone *bonesptr = bones.ptr();
int len = bones.size();
// calculate global rests and invert them
Vector<int> bones_to_process = get_parentless_bones();
while (bones_to_process.size() > 0) {
int current_bone_idx = bones_to_process[0];
bones_to_process.erase(current_bone_idx);
const Bone &b = bonesptr[current_bone_idx];
// Note: the code below may not work by default. May need to track an integer for the bone pose index order
// in the while loop, instead of using current_bone_idx.
if (b.parent >= 0) {
skin->set_bind_pose(current_bone_idx, skin->get_bind_pose(b.parent) * b.rest);
} else {
skin->set_bind_pose(current_bone_idx, b.rest);
}
}
for (int i = 0; i < len; i++) {
//the inverse is what is actually required
skin->set_bind_bone(i, i);
skin->set_bind_pose(i, skin->get_bind_pose(i).affine_inverse());
}
}
ERR_FAIL_COND_V(skin.is_null(), Ref<SkinReference>());
Ref<SkinReference> skin_ref;
skin_ref.instance();
@ -1067,12 +1009,14 @@ Ref<SkinReference> Skeleton::register_skin(const Ref<Skin> &p_skin) {
skin_ref->bind_count = 0;
skin_ref->skeleton = RID_PRIME(VisualServer::get_singleton()->skeleton_create());
skin_ref->skeleton_node = this;
skin_ref->skin = skin;
skin_ref->skin = p_skin;
skin_bindings.insert(skin_ref.operator->());
skin->connect("changed", skin_ref.operator->(), "_skin_changed");
_make_dirty();
skin_ref->skin->connect("changed", skin_ref.operator->(), "_skin_changed");
_make_dirty(); // Skin needs to be updated, so update skeleton.
return skin_ref;
}
@ -1105,61 +1049,33 @@ void Skeleton::force_update_bone_children_transforms(int p_bone_idx) {
Bone &b = bonesptr[current_bone_idx];
bool bone_enabled = b.enabled && !show_rest_only;
if (b.disable_rest) {
if (bone_enabled) {
b.update_pose_cache();
Transform pose = b.pose_cache;
if (b.custom_pose_enable) {
pose = b.custom_pose * pose;
}
if (b.parent >= 0) {
b.pose_global = bonesptr[b.parent].pose_global * pose;
b.pose_global_no_override = b.pose_global;
} else {
b.pose_global = pose;
b.pose_global_no_override = b.pose_global;
}
} else {
if (b.parent >= 0) {
b.pose_global = bonesptr[b.parent].pose_global;
b.pose_global_no_override = b.pose_global;
} else {
b.pose_global = Transform();
b.pose_global_no_override = b.pose_global;
}
}
if (bone_enabled) {
b.update_pose_cache();
Transform pose = b.pose_cache;
} else {
if (bone_enabled) {
b.update_pose_cache();
Transform pose = b.pose_cache;
if (b.custom_pose_enable) {
pose = b.custom_pose * pose;
}
if (b.parent >= 0) {
b.pose_global = bonesptr[b.parent].pose_global * (b.rest * pose);
b.pose_global_no_override = b.pose_global;
} else {
b.pose_global = b.rest * pose;
b.pose_global_no_override = b.pose_global;
}
if (b.parent >= 0) {
b.pose_global = bonesptr[b.parent].pose_global * pose;
b.pose_global_no_override = b.pose_global;
} else {
if (b.parent >= 0) {
b.pose_global = bonesptr[b.parent].pose_global * b.rest;
b.pose_global_no_override = b.pose_global;
} else {
b.pose_global = b.rest;
b.pose_global_no_override = b.pose_global;
}
b.pose_global = pose;
b.pose_global_no_override = b.pose_global;
}
} else {
if (b.parent >= 0) {
b.pose_global = bonesptr[b.parent].pose_global * b.rest;
b.pose_global_no_override = b.pose_global;
} else {
b.pose_global = b.rest;
b.pose_global_no_override = b.pose_global;
}
}
if (b.local_pose_override_amount >= CMP_EPSILON) {
Transform override_local_pose;
if (b.parent >= 0) {
override_local_pose = bonesptr[b.parent].pose_global * (b.rest * b.local_pose_override);
override_local_pose = bonesptr[b.parent].pose_global * b.local_pose_override;
} else {
override_local_pose = (b.rest * b.local_pose_override);
override_local_pose = b.local_pose_override;
}
b.pose_global = b.pose_global.interpolate_with(override_local_pose, b.local_pose_override_amount);
}
@ -1196,9 +1112,10 @@ Transform Skeleton::world_transform_to_global_pose(Transform p_world_transform)
Transform Skeleton::global_pose_to_local_pose(int p_bone_idx, Transform p_global_pose) {
const int bone_size = bones.size();
ERR_FAIL_INDEX_V(p_bone_idx, bone_size, Transform());
if (bones[p_bone_idx].parent >= 0) {
int parent_bone_idx = bones[p_bone_idx].parent;
Transform conversion_transform = get_bone_global_pose(parent_bone_idx).affine_inverse();
Transform conversion_transform = bones[parent_bone_idx].pose_global.affine_inverse();
return conversion_transform * p_global_pose;
} else {
return p_global_pose;
@ -1306,9 +1223,6 @@ void Skeleton::_bind_methods() {
ClassDB::bind_method(D_METHOD("localize_rests"), &Skeleton::localize_rests);
ClassDB::bind_method(D_METHOD("set_bone_disable_rest", "bone_idx", "disable"), &Skeleton::set_bone_disable_rest);
ClassDB::bind_method(D_METHOD("is_bone_rest_disabled", "bone_idx"), &Skeleton::is_bone_rest_disabled);
ClassDB::bind_method(D_METHOD("clear_bones"), &Skeleton::clear_bones);
ClassDB::bind_method(D_METHOD("set_bone_pose", "bone_idx", "pose"), &Skeleton::set_bone_pose);
@ -1334,9 +1248,6 @@ void Skeleton::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_bone_local_pose_override", "bone_idx", "pose", "amount", "persistent"), &Skeleton::set_bone_local_pose_override, DEFVAL(false));
ClassDB::bind_method(D_METHOD("get_bone_local_pose_override", "bone_idx"), &Skeleton::get_bone_local_pose_override);
ClassDB::bind_method(D_METHOD("get_bone_custom_pose", "bone_idx"), &Skeleton::get_bone_custom_pose);
ClassDB::bind_method(D_METHOD("set_bone_custom_pose", "bone_idx", "custom_pose"), &Skeleton::set_bone_custom_pose);
ClassDB::bind_method(D_METHOD("force_update_all_bone_transforms"), &Skeleton::force_update_all_bone_transforms);
ClassDB::bind_method(D_METHOD("force_update_bone_child_transform", "bone_idx"), &Skeleton::force_update_bone_children_transforms);

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@ -83,7 +83,6 @@ private:
bool enabled;
int parent;
bool disable_rest;
Transform rest;
//Transform pose;
@ -104,9 +103,6 @@ private:
Transform pose_global;
Transform pose_global_no_override;
bool custom_pose_enable;
Transform custom_pose;
float global_pose_override_amount;
bool global_pose_override_reset;
Transform global_pose_override;
@ -130,10 +126,8 @@ private:
Bone() {
parent = -1;
enabled = true;
disable_rest = false;
pose_cache_dirty = true;
pose_scale = Vector3(1, 1, 1);
custom_pose_enable = false;
global_pose_override_amount = 0;
global_pose_override_reset = false;
#ifndef _3D_DISABLED
@ -209,9 +203,6 @@ public:
void remove_bone_child(int p_bone, int p_child);
Vector<int> get_parentless_bones();
void set_bone_disable_rest(int p_bone, bool p_disable);
bool is_bone_rest_disabled(int p_bone) const;
int get_bone_count() const;
void set_bone_rest(int p_bone, const Transform &p_rest);
@ -238,9 +229,6 @@ public:
Quat get_bone_pose_rotation(int p_bone) const;
Vector3 get_bone_pose_scale(int p_bone) const;
void set_bone_custom_pose(int p_bone, const Transform &p_custom_pose);
Transform get_bone_custom_pose(int p_bone) const;
void clear_bones_global_pose_override();
Transform get_bone_global_pose_override(int p_bone) const;
void set_bone_global_pose_override(int p_bone, const Transform &p_pose, real_t p_amount, bool p_persistent = false);

View File

@ -1370,10 +1370,6 @@ void AnimationTree::_process_graph(float p_delta) {
xform.basis.set_quat_scale(t->rot, t->scale);
root_motion_transform = xform;
if (t->skeleton && t->bone_idx >= 0) {
root_motion_transform = (t->skeleton->get_bone_rest(t->bone_idx) * root_motion_transform) * t->skeleton->get_bone_rest(t->bone_idx).affine_inverse();
}
} else if (t->skeleton && t->bone_idx >= 0) {
if (t->loc_used) {
t->skeleton->set_bone_pose_position(t->bone_idx, t->loc);