Ported from Godot4: Fix for SkeletonModification3Ds to work with the new bone pose changes, fixed global_pose_to_local_pose function

- TwistedTwigleg
0cedc04769
This commit is contained in:
Relintai 2022-08-11 19:09:58 +02:00
parent 109a0ca81b
commit 36b5334282

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@ -1115,7 +1115,7 @@ Transform Skeleton::global_pose_to_local_pose(int p_bone_idx, Transform p_global
if (bones[p_bone_idx].parent >= 0) {
int parent_bone_idx = bones[p_bone_idx].parent;
Transform conversion_transform = bones[parent_bone_idx].pose_global.affine_inverse();
Transform conversion_transform = get_bone_global_pose(parent_bone_idx).affine_inverse();
return conversion_transform * p_global_pose;
} else {
return p_global_pose;