From 36b53342822ec110f041bbc523c8ebe7de6385a2 Mon Sep 17 00:00:00 2001 From: Relintai Date: Thu, 11 Aug 2022 19:09:58 +0200 Subject: [PATCH] Ported from Godot4: Fix for SkeletonModification3Ds to work with the new bone pose changes, fixed global_pose_to_local_pose function - TwistedTwigleg https://github.com/godotengine/godot/commit/0cedc047697bd07d054f0aa7bc76f5dce22d41cd --- scene/3d/skeleton.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/scene/3d/skeleton.cpp b/scene/3d/skeleton.cpp index 57f520c52..4cb7ff903 100644 --- a/scene/3d/skeleton.cpp +++ b/scene/3d/skeleton.cpp @@ -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;