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Allow users to override SkeletonModifier3D._process_modification
#91507
Allow users to override SkeletonModifier3D._process_modification
#91507
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SkeletonModifier3D._process_modification
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The main point of this PR is allowing custom modifiers with virtual I realized that when exposing |
In past designs, I would have considered exposing it as an advance(), but that may be a bit dangerous in the current design. If you want to add it, I recommend to add the signal at the beginning of the process that iterates the modifier during the SKELETON_UPDATE process and return an error so that it is not fired until during that process. This is because to make blending and restoring current pose working needs that; In other words, if it is executed outside of the expected steps, the result of set_bone_pose() updated at an unintended time will remain which may cause corrupting modification calculation, moreover the Influence property will be ignored. |
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LGTM from point of view of implementation
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Thanks! |
Currently, SkeletonModifer3D is abstract. This changes it so that it and _process_modification can be implemented.
This is needed so users can build their own custom IK, spring bones or body tracking.