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Skeleton 2D docs do not match Godot 4 #6388
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I found that @TwistedTwigleg contributed this PR: New and improved IK in Skeleton2D Also looks like a lot of the examples in https://github.com/TwistedTwigleg/Godot_GSOC_2020_2D_Project are broken in the latest GD4 build |
There is some documentation in the engine, but it does not really explain how to use the new Bones system. Since GD4 is in beta now, I think proper long-form explanations / tutorials would go a long way toward usability |
PS: In the future, please use the Edit button (located behind the … icon in the top-right corner of your comments) instead of multi-posting. |
Hey, now that Godot 4's going to come out soon, does anyone know how to use IK with Skeleton2D yet? I tried using FABRIK but it's just resulted in it spinning in circles. Godot_v4.0-rc6_win64_BXmuFhHaEt.mp4Edit: Better video 2023-02-28.13-48-10.mp4 |
Okay, I figured it out. The issue was that I was setting the target node to be a bone, when it should be outside the skeleton altogether, or at least not a node in the chain lol Anyway, I think that we should remove https://docs.godotengine.org/en/latest/tutorials/animation/cutout_animation.html Is there a way to use sprites with the skeleton2d? |
Where can I find updated documentation/tutorials on how to use Skeleton2D in Godot 4? |
This tutorial no longer works in Godot 4.x after the Skeletons section. godotengine#7279 godotengine#6388
Also, when you update the doc, mind how the Skeleton actions changed order and names: "Make Rest Pose (From Bones)" => "Overwrite Rest Pose" |
Personally I started following 3rd party videos like: https://youtu.be/AMRjtW-3T0o It may be nice to explain how the tutorials differ and be clear on how each develop can combine all the features:
Right now, Cutout animation tutorial uses:
The Skeleton tutorial uses:
The video I linked uses:
It's not bad to have a tutorial that combines 3 methods to start with, esp. if Godot 4 has a canonical method; but summing up each option for each part of the problem would help developers make the final decision that fits their project. EDIT: I continued with the tutorials and now I get the big difference between cutout and actual rigged skeleton: mesh deformation. So we could make things clearer by explaining the differences in the intro of each page. Because both use the Skeleton, we should insist on rigging and mesh deformation:
|
The slider is how much of the weight is painted (how white it is). So it's weight intensity. I'm the one who made the video you linked, if you have any other questions I can try to find the answer. |
I'm in Godot 4.2.1. When I use the "Make Bone2D Nodes from Nodes" feature in a selected sub-tree of Sprite2D nodes, the generated hierarchy is wrong. It puts bones between sprite nodes in the parent sequence, so I get the warnings saying a bone's parent should be a bone or skeleton. It took me a long time to figure out I gotta manually reorder all bones (so it becomes a sibling of the sprite parent, i.e. a direct child of the parent bone). This feature should be fixed to do it this way instead of generating an invalid tree. |
This is still an issue in Godot 4.3, or at least in rc1. |
Your Godot version:
v4.0.beta.custom_build [4935493f7]
Issue description:
I think Godot 4 removed 2D IK chains, and replaced it with the Bone2D system.
There isn't really any documentation for how to use the Bone2D system, or how to use it to do IK.
If anyone knows how to use the new system, could you update the docs or explain here how it works?
Thanks!
URL to the documentation page:
This page is no longer relevant:
https://docs.godotengine.org/en/latest/tutorials/animation/cutout_animation.html
The information on this page is no longer correct:
https://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html
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