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[Bullet] Ragdoll (physical bones) spazz out if they were affected by IK before #46816

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Tracked by #45333
Zireael07 opened this issue Mar 9, 2021 · 1 comment
Closed
Tracked by #45333

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@Zireael07
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Zireael07 commented Mar 9, 2021

Godot version:
3.2.3, 3.2.4 rc3

OS/device including version:
Intel Kaby Lake (HD620)
Linux Manjaro

Issue description:
Screenshot_20210309_101309

Steps to reproduce:

  1. Shoot the enemy in the arm to make him drop the gun (dropping the gun also runs IK to adjust his arms).
  2. Shoot him in the head for a kill and see the ragdoll's arms spazz out.

For comparison's sake, if you shoot him in the head without making him drop the gun first, the ragdoll does behave normally (or relatively normally, the occasional contortions are unrelated to this bug)

YES, the IK is stopped before the ragdoll (physical bones simulation) runs. Introducing a delay (deferred or timer) between IK stop() and ragdoll function does not help.

Minimal reproduction project:
Zireael07/Stealth-fps@e60a29a
(I didn't really have anything to cut from this because this project is still in its infancy :P )

@Zireael07
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Seems fixed in 3.4 beta 5. I'll reopen if it comes back.

@akien-mga akien-mga added this to the 3.4 milestone Sep 28, 2021
@Calinou Calinou changed the title Ragdoll (physical bones) spazz out if they were affected by IK before [Bullet] Ragdoll (physical bones) spazz out if they were affected by IK before Sep 28, 2021
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