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authorRémi Verschelde <rverschelde@gmail.com>2019-09-23 15:02:15 +0200
committerGitHub <noreply@github.com>2019-09-23 15:02:15 +0200
commit159470df08c0283a2330af94d26ccbe3d009d8fd (patch)
treecea94427a7a53188858fc9d83dca55fc0511880d /scene/animation/animation_tree.cpp
parent30e16fff57cfdeb79f8e9ee6a7516e7d7cd6d376 (diff)
parent36b5795f47c9a706e1d8c12a932de1fe2bb9893f (diff)
downloadredot-engine-159470df08c0283a2330af94d26ccbe3d009d8fd.tar.gz
Merge pull request #32275 from godotengine/skin_support
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
Diffstat (limited to 'scene/animation/animation_tree.cpp')
-rw-r--r--scene/animation/animation_tree.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/scene/animation/animation_tree.cpp b/scene/animation/animation_tree.cpp
index bb7c400cfe..eb152bc41e 100644
--- a/scene/animation/animation_tree.cpp
+++ b/scene/animation/animation_tree.cpp
@@ -622,7 +622,7 @@ bool AnimationTree::_update_caches(AnimationPlayer *player) {
Skeleton *sk = Object::cast_to<Skeleton>(spatial);
int bone_idx = sk->find_bone(path.get_subname(0));
- if (bone_idx != -1 && !sk->is_bone_ignore_animation(bone_idx)) {
+ if (bone_idx != -1) {
track_xform->skeleton = sk;
track_xform->bone_idx = bone_idx;