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| author | Saracen | 2016-04-15 11:28:07 +0100 |
|---|---|---|
| committer | Rémi Verschelde | 2016-04-27 08:49:30 +0200 |
| commit | 47c7b535d2cdcb89c7799475662c70ca9c7ff41d (patch) | |
| tree | 02a30f1f3c604be6bfb8e96a4cd486ded5868aff | |
| parent | 5fac497aa2006780c4f82108a238c06829bcd8df (diff) | |
| download | godot-47c7b535d2cdcb89c7799475662c70ca9c7ff41d.tar.gz godot-47c7b535d2cdcb89c7799475662c70ca9c7ff41d.tar.zst godot-47c7b535d2cdcb89c7799475662c70ca9c7ff41d.zip | |
BoneAttachments now position themselves instantly during bind.
(cherry picked from commit bc5ee6c98fa77cc75e1654d2f3b5044f075688b7)
| -rw-r--r-- | scene/3d/bone_attachment.cpp | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/scene/3d/bone_attachment.cpp b/scene/3d/bone_attachment.cpp index 1628ccc15..56b61d40e 100644 --- a/scene/3d/bone_attachment.cpp +++ b/scene/3d/bone_attachment.cpp @@ -80,6 +80,7 @@ void BoneAttachment::_check_bind() { int idx = sk->find_bone(bone_name); if (idx!=-1) { sk->bind_child_node_to_bone(idx,this);; + set_transform(sk->get_bone_global_pose(idx)); bound=true; } } |
