IK constraint desactivation does not work as expected #37894
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Reference: blender/blender#37894
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We control armatures (BL_ArmatureObject) in the GameEngine both via its channels (directly setting rotations on bones) and via IK targets (through a BL_ArmatureConstraint of type CONSTRAINT_TYPE_KINEMATIC + CONSTRAINT_IK_COPYPOSE.
Without adding the IK constraint, the control of the armature via channels works well. As soon as the constraint is added (and EVEN with BL_ArmatureConstraint.active = False), it becomes impossible to control the armature via channels.
This issue may be related to issue #37892
Changed status to: 'Open'
Added subscriber: @skadge
After further investigation, this issue occurs only with the iTaSC IK solver. @BenoitBolsee, could you have a look?
Bug found:
At [line 384 of
itasc_solver.cpp
]], a check must be added forCONSTRAINT_OFF
besidesCONSTRAINT_DISABLE
(similar to what is done in [ http:*developer.blender.org/diffusion/B/browse/master/source/blender/ikplugin/intern/iksolver_plugin.c;48b96805789958318938f9032ae89d1f947c2811$73 |iksolver_plugin.c
).Added subscribers: @BenoitBolsee, @dfelinto
pushed the suggested fix at
8a8ee2c
Thanks for the contribution (you may want to send a patch next time, if you know how to do it)
@BenoitBolsee you may want to review it, though it seems correct
Changed status from 'Open' to: 'Resolved'
closing the task