diff --git a/doc/classes/FABRIK3D.xml b/doc/classes/FABRIK3D.xml index 90cf990d9f..2e4a15ad0f 100644 --- a/doc/classes/FABRIK3D.xml +++ b/doc/classes/FABRIK3D.xml @@ -9,5 +9,6 @@ [b]Note:[/b] When the target is close to the root, it tends to produce zig-zag patterns, resulting in unnatural visual movement. + https://godotengine.org/article/inverse-kinematics-returns-to-godot-4-6/#ikmodifier3d-and-7-child-classes diff --git a/doc/classes/IKModifier3D.xml b/doc/classes/IKModifier3D.xml index 5d22fddf60..cf698efa94 100644 --- a/doc/classes/IKModifier3D.xml +++ b/doc/classes/IKModifier3D.xml @@ -7,6 +7,7 @@ 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. + https://godotengine.org/article/inverse-kinematics-returns-to-godot-4-6/#ikmodifier3d-and-7-child-classes diff --git a/scene/3d/two_bone_ik_3d.cpp b/scene/3d/two_bone_ik_3d.cpp index f76c0bfa61..bcd4c13f9e 100644 --- a/scene/3d/two_bone_ik_3d.cpp +++ b/scene/3d/two_bone_ik_3d.cpp @@ -770,7 +770,6 @@ void TwoBoneIK3D::_process_ik(Skeleton3D *p_skeleton, double p_delta) { } void TwoBoneIK3D::_process_joints(double p_delta, Skeleton3D *p_skeleton, TwoBoneIK3DSetting *p_setting, const Vector3 &p_destination, const Vector3 &p_pole_destination) { - // Solve the IK for this iteration. Vector3 destination = p_destination; // Make vector from root to destination.