Godot Version
4.3
Question
I’ve been working on an active ragdoll game in 4.2 but after changing to 4.3 it is not working anymore, almost certainly due to changes from the SkeletonModifier3d system. I’ve been reading through the docs there but I am unsure how to replicate the behaviour I had previously.
Quite simply, before I would look at the difference between the ragdoll and a guide animation and apply a force to the ragdoll to bring them together, like so:
var bone_target := target_skeleton.global_transform * target_skeleton.get_bone_global_pose(b.get_bone_id())
var bone_pos := skeleton.global_transform * skeleton.get_bone_global_pose(b.get_bone_id())
Look at the difference between the origins of the two basis I get there and done.
Now it seems that the physical skeleton’s get_bone_global_bose does not get updated (it is always the rest value). Is there a straightforward way to get this or do I have to make a whole custom skeletonmodifier3d?
Thank you and nice work on the release!