* [ISSUE] Godot: SkeletonIK behavior differs from official builds @ 2021-10-31 14:42 curiousjunior 2021-10-31 23:02 ` ericonr 2021-10-31 23:31 ` [ISSUE] [CLOSED] " Johnnynator 0 siblings, 2 replies; 3+ messages in thread From: curiousjunior @ 2021-10-31 14:42 UTC (permalink / raw) To: ml [-- Attachment #1: Type: text/plain, Size: 1098 bytes --] New issue by curiousjunior on void-packages repository https://github.com/void-linux/void-packages/issues/33848 Description: ### System * xuname: Void 5.13.19_1 x86_64 GenuineIntel notuptodate rrrmFFF * package: godot-3.3_2 ### Expected behavior No distortion in Godot 3.3.4 downloaded from either official site or Steam. ### Actual behavior Each individual bone in the chain rotates by 180 degrees causing the mesh to distort when moving the target node forward, backward or left/right depending on the roll value set in Blender, I think this bug is caused by not using built-in copies of libraries. ![backward](https://user-images.githubusercontent.com/79333625/139588709-024801bb-4573-46bc-a73a-1c66a6c80ab7.png) ![forward](https://user-images.githubusercontent.com/79333625/139588723-c2b18f34-1695-4cc3-9cd3-10421c7db177.png) ### Steps to reproduce the behavior [Godot project](https://github.com/void-linux/void-packages/files/7449037/iktest.tar.gz) [Armature and model in Blender](https://github.com/void-linux/void-packages/files/7449039/blend.tar.gz) ^ permalink raw reply [flat|nested] 3+ messages in thread
* Re: Godot: SkeletonIK behavior differs from official builds 2021-10-31 14:42 [ISSUE] Godot: SkeletonIK behavior differs from official builds curiousjunior @ 2021-10-31 23:02 ` ericonr 2021-10-31 23:31 ` [ISSUE] [CLOSED] " Johnnynator 1 sibling, 0 replies; 3+ messages in thread From: ericonr @ 2021-10-31 23:02 UTC (permalink / raw) To: ml [-- Attachment #1: Type: text/plain, Size: 284 bytes --] New comment by ericonr on void-packages repository https://github.com/void-linux/void-packages/issues/33848#issuecomment-955807369 Comment: Can you try updating the void package to see if that's enough to fix it? I can look into creating a PR if not, then you only need to test it. ^ permalink raw reply [flat|nested] 3+ messages in thread
* Re: [ISSUE] [CLOSED] Godot: SkeletonIK behavior differs from official builds 2021-10-31 14:42 [ISSUE] Godot: SkeletonIK behavior differs from official builds curiousjunior 2021-10-31 23:02 ` ericonr @ 2021-10-31 23:31 ` Johnnynator 1 sibling, 0 replies; 3+ messages in thread From: Johnnynator @ 2021-10-31 23:31 UTC (permalink / raw) To: ml [-- Attachment #1: Type: text/plain, Size: 1101 bytes --] Closed issue by curiousjunior on void-packages repository https://github.com/void-linux/void-packages/issues/33848 Description: ### System * xuname: Void 5.13.19_1 x86_64 GenuineIntel notuptodate rrrmFFF * package: godot-3.3_2 ### Expected behavior No distortion in Godot 3.3.4 downloaded from either official site or Steam. ### Actual behavior Each individual bone in the chain rotates by 180 degrees causing the mesh to distort when moving the target node forward, backward or left/right depending on the roll value set in Blender, I think this bug is caused by not using built-in copies of libraries. ![backward](https://user-images.githubusercontent.com/79333625/139588709-024801bb-4573-46bc-a73a-1c66a6c80ab7.png) ![forward](https://user-images.githubusercontent.com/79333625/139588723-c2b18f34-1695-4cc3-9cd3-10421c7db177.png) ### Steps to reproduce the behavior [Godot project](https://github.com/void-linux/void-packages/files/7449037/iktest.tar.gz) [Armature and model in Blender](https://github.com/void-linux/void-packages/files/7449039/blend.tar.gz) ^ permalink raw reply [flat|nested] 3+ messages in thread
end of thread, other threads:[~2021-10-31 23:31 UTC | newest] Thread overview: 3+ messages (download: mbox.gz / follow: Atom feed) -- links below jump to the message on this page -- 2021-10-31 14:42 [ISSUE] Godot: SkeletonIK behavior differs from official builds curiousjunior 2021-10-31 23:02 ` ericonr 2021-10-31 23:31 ` [ISSUE] [CLOSED] " Johnnynator
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