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-rw-r--r--scene/3d/skeleton_3d.cpp31
1 files changed, 23 insertions, 8 deletions
diff --git a/scene/3d/skeleton_3d.cpp b/scene/3d/skeleton_3d.cpp
index ee30f60c72..cae1b2ce9c 100644
--- a/scene/3d/skeleton_3d.cpp
+++ b/scene/3d/skeleton_3d.cpp
@@ -95,17 +95,32 @@ bool Skeleton3D::_set(const StringName &p_path, const Variant &p_value) {
} else if (what == "scale") {
set_bone_pose_scale(which, p_value);
#ifndef DISABLE_DEPRECATED
- } else if (what == "pose") {
+ } else if (what == "pose" || what == "bound_children") {
// Kept for compatibility from 3.x to 4.x.
WARN_DEPRECATED_MSG("Skeleton uses old pose format, which is deprecated (and loads slower). Consider re-importing or re-saving the scene." +
(is_inside_tree() ? vformat(" Path: \"%s\"", get_path()) : String()));
- // Old Skeleton poses were relative to rest, new ones are absolute, so we need to recompute the pose.
- // Skeleton3D nodes were always written with rest before pose, so this *SHOULD* work...
- Transform3D rest = get_bone_rest(which);
- Transform3D pose = rest * (Transform3D)p_value;
- set_bone_pose_position(which, pose.origin);
- set_bone_pose_rotation(which, pose.basis.get_rotation_quaternion());
- set_bone_pose_scale(which, pose.basis.get_scale());
+ if (what == "pose") {
+ // Old Skeleton poses were relative to rest, new ones are absolute, so we need to recompute the pose.
+ // Skeleton3D nodes were always written with rest before pose, so this *SHOULD* work...
+ Transform3D rest = get_bone_rest(which);
+ Transform3D pose = rest * (Transform3D)p_value;
+ set_bone_pose_position(which, pose.origin);
+ set_bone_pose_rotation(which, pose.basis.get_rotation_quaternion());
+ set_bone_pose_scale(which, pose.basis.get_scale());
+ } else { // bound_children
+ // This handles the case where the pose was set to the rest position; the pose property would == Transform() and would not be saved to the scene by default.
+ // However, the bound_children property was always saved regardless of value, and it was always saved after both pose and rest.
+ // We don't do anything else with bound_children, as it's not present on Skeleton3D.
+ Vector3 pos = get_bone_pose_position(which);
+ Quaternion rot = get_bone_pose_rotation(which);
+ Vector3 scale = get_bone_pose_scale(which);
+ Transform3D rest = get_bone_rest(which);
+ if (rest != Transform3D() && pos == Vector3() && rot == Quaternion() && scale == Vector3(1, 1, 1)) {
+ set_bone_pose_position(which, rest.origin);
+ set_bone_pose_rotation(which, rest.basis.get_rotation_quaternion());
+ set_bone_pose_scale(which, rest.basis.get_scale());
+ }
+ }
#endif
} else {
return false;