Add mutable_bone_axes to IKs

This commit is contained in:
Silc Lizard (Tokage) Renew
2025-11-15 06:17:24 +09:00
parent ef34c3d534
commit 031fd66fed
18 changed files with 760 additions and 155 deletions

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@ -5,7 +5,6 @@
</brief_description>
<description>
Base class of [SkeletonModifier3D]s that has some joint lists and applies inverse kinematics. This class has some structs, enums, and helper methods which are useful to solve inverse kinematics.
[b]Note:[/b] The IK classes that extend this handle rotation only, with bone lengths cached. It means that a position movement between processed chains can cause unintended movement.
</description>
<tutorials>
</tutorials>
@ -36,4 +35,10 @@
</description>
</method>
</methods>
<members>
<member name="mutable_bone_axes" type="bool" setter="set_mutable_bone_axes" getter="are_bone_axes_mutable" default="true">
If [code]true[/code], the solver retrieves the bone axis from the bone pose every frame.
If [code]false[/code], the solver retrieves the bone axis from the bone rest and caches it, which increases performance slightly, but position changes in the bone pose made before processing this [IKModifier3D] are ignored.
</member>
</members>
</class>