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synced 2026-01-07 00:10:09 +01:00
Fixed SkeletonIK issue in Godot IK Demo. Now the joints should not act crazy
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@@ -95,6 +95,7 @@ __meta__ = {
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skeleton_path = NodePath("../../../BattleBot/Armature/Skeleton")
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bones_in_chain = PoolStringArray( "Left_UpperArm", "Left_LowerArm" )
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bones_in_chain_lengths = PoolRealArray( 1.97, 3 )
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chain_iterations = 10
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limit_chain_iterations = false
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use_middle_joint_target = true
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@@ -204,6 +205,9 @@ This is a known bug. Please ignore the errors for now, as they do not do anythin
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(They're just annoying. If you find a fix, please add it to the demo repository!)"
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align = 1
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valign = 1
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="Label_left" type="Label" parent="Control/Panel"]
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anchor_left = 1.0
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@@ -97,6 +97,9 @@ additional_rotation = Vector3( 0, 0, 180 )
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[node name="Control" type="Control" parent="."]
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anchor_right = 1.0
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anchor_bottom = 1.0
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="Panel" type="Panel" parent="Control"]
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modulate = Color( 1, 1, 1, 0.784314 )
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@@ -71,6 +71,8 @@ material/1 = ExtResource( 7 )
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process_priority = 1
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root_bone = "Left_UpperArm"
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tip_bone = "Left_Hand"
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use_magnet = true
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magnet = Vector3( 8, 6, 0 )
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target_node = NodePath("../../../../Camera/targets/Target_Left")
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script = ExtResource( 1 )
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@@ -78,6 +80,8 @@ script = ExtResource( 1 )
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process_priority = 1
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root_bone = "Right_UpperArm"
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tip_bone = "Right_Hand"
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use_magnet = true
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magnet = Vector3( -8, 6, 0 )
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target_node = NodePath("../../../../Camera/targets/Target_Right")
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script = ExtResource( 1 )
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@@ -125,6 +129,9 @@ anchor_bottom = 1.0
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margin_left = -2.0
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margin_top = -70.0
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margin_right = 4.0
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="Label" type="Label" parent="Control/Panel"]
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anchor_right = 1.0
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