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Update addon for Godot 3.2, twisted jigglebones. #5
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I forked it and did this |
After this code in 3.2. It twisted the bone too much.How to impove this ? |
could you open an issue on my fork and detail how to reproduce / what is wrong exactly? |
@Hasenn I can't open an issue on your fork page,maybe you forget to open the issues function.Just like the original post.Before it run well in game.Maybe crazy effect on the editor side.Now every play the monkey will not set to it's original form. After the animation form original scene.The monkey will be twisted.Here is the pic. |
I'll take a look when i can |
Yep, the twisting thing is a known problem, I'm not exactly sure why it happens. I'll have to port the thing to Godot 3.2 as well but currently I'm recovering from COVID so it won't be any time soon. |
OH WOW. I offer my prayers for your recovery! |
Calling I figured that out after trying this guide. |
The main issue in many of these tickets is that it runs in tool mode, which changes the data saved in your scene. That's why @bengtsts 's solution to clear it at runtime works. If you disable tool mode it will fix 99% of the problems as the initial data in your scene is set properly at runtime. You can also try my fork which supports collision among other changes. See the readme. @Bauxitedev I'm happy to contribute to your repo if you're still active on this project, or it can stay where it is. |
Thank you, is it going to work in Godot 3.5.3? |
set_bone_global_pose no longer exists as of Godot 3.2. You'll need to update the jigglebone.gd script with the following at line 115 to replicate the old effect:
skeleton.set_bone_global_pose_override(bone_id, bone_new_transf_obj, 1, true)
Also, not sure if this is something that can be improved but testing the animation player caused the bone to be oversensitive:
(Update: Is it possible to write a code that resets the bone positions instead of using the move tool?)
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