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* [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

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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

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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

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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)
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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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