Comments (9)
Does the same occur if you do it in OnUpdate?
from sbox-issues.
Yes, ive tried all updates
from sbox-issues.
I've now changed my system so the arms attach to the camera and the ik is to move the hand to the gun, still the same effect.
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Hi,
Since this commit, i guess cause i didn't have this issue yesterday,
it looks like the GetAttachment
position is now incorrect during the first tick :
I am currently investigating to find a scenario to reproduce the issue. I will edit this comment
Edit :
- Create
GameObject
parented to thehead
bone :
var goHat = new GameObject();
goHat.SetParent( bodySkinnedModelRenderer.GetBoneObject( bodySkinnedModelRenderer.Model.Bones.AllBones.Where( x => x.Name.Equals( "head" ) ).FirstOrDefault() ));
goHat.Components.Create<MyAttachment>();
- Create
MyAttachment
Component:
public class MyAttachment : Component
{
[Property] public SkinnedModelRenderer SkinnedModelRenderer { get; set; }
public SkinnedModelRenderer GetPlayermodel()
{
return GameObject.Components.GetInAncestors<SkinnedModelRenderer>();
}
protected override void OnStart()
{
base.OnStart();
SkinnedModelRenderer ??= GameObject.Components.GetOrCreate<SkinnedModelRenderer>();
var model = Cloud.Model( "darg/santahatprop" );
SkinnedModelRenderer.Model = model;
Transform.Position = GetPlayermodel().GetAttachment( "hat" ).Value.Position;
Transform.Rotation = GetPlayermodel().GetAttachment( "hat" ).Value.Rotation;
}
protected override void OnUpdate()
{
base.OnUpdate();
// TOGGLE COMMENT / UNCOMMENT
//Transform.Position = GetPlayermodel().GetAttachment( "hat" ).Value.Position;
//Transform.Rotation = GetPlayermodel().GetAttachment( "hat" ).Value.Rotation;
}
}
- See bug
OnStart
:
2024-05-09.19-17-55.mp4
from sbox-issues.
I made a change that should fix the first frame being wrong position.
This won't fix the OP request though. This is a chicken and egg problem, and the only way I can see to fix it would be to allow you to set IK bones to offsets from GameTransforms.
from sbox-issues.
I made a change that should fix the first frame being wrong position.
This won't fix the OP request though. This is a chicken and egg problem, and the only way I can see to fix it would be to allow you to set IK bones to offsets from GameTransforms.
Nothing change for the sub issue (my build id : 14327656), i have created a issue in order to stop off topic for this issue : #5493
from sbox-issues.
Is there a reason that the skinned mesh renderer is updating after the camera, that is the only understandable thing that is happening. I can make any normal model renderer I want follow something by setting the position and it's perfect, but as soon as I change the model renderer to a skinned renderer it lags a frame behind.
from sbox-issues.
Ok strange thing happening. When I move the gun around it leaves a ghost of an arm that is perfectly connected to the gun, how I want, whilst the rest of the arm is stuck a frame behind. However, when I record it the ghosting doesn't appear in the recording. What on earth is happening.
from sbox-issues.
Ok, solved the issue by using SetIK and using the correct naming for parameters in anim graph.
https://cdn.halend.dev/retro/1105/sbox-dev_1xz8x0h9y0.png
if ( IkRightHand.IsValid() && IkRightHand.Active ) Target.SetIk( "hand_right", IkRightHand.Transform.World ); else Target.ClearIk( "hand_right" );
from sbox-issues.
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