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Ported from Godot4: Fix for SkeletonModification3Ds to work with the new bone pose changes, fixed global_pose_to_local_pose function
- TwistedTwigleg
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@ -1115,7 +1115,7 @@ Transform Skeleton::global_pose_to_local_pose(int p_bone_idx, Transform p_global
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if (bones[p_bone_idx].parent >= 0) {
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if (bones[p_bone_idx].parent >= 0) {
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int parent_bone_idx = bones[p_bone_idx].parent;
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int parent_bone_idx = bones[p_bone_idx].parent;
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Transform conversion_transform = bones[parent_bone_idx].pose_global.affine_inverse();
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Transform conversion_transform = get_bone_global_pose(parent_bone_idx).affine_inverse();
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return conversion_transform * p_global_pose;
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return conversion_transform * p_global_pose;
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} else {
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} else {
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return p_global_pose;
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return p_global_pose;
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