#Drawing a line from a bone.

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final latch
#

Hello! I'm making a procedurally animated character in godot, and I've run into an issue.

I plan on using a skeleton for the character's... er... skeleton, and draw the character with Line2Ds and Polygon2Ds.

One issue though... It seems that a bone's local position does not quite reflect its real local position.

@export var skeleton: Skeleton2D
@export var line: Line2D
func update_line():
    line.set_point_position(0, Vector2(0, 0))

    for indx in range(skeleton.get_bone_count()):
        if indx > 4:
            break
                
                print(get_bone(indx).position)
        line.set_point_position(indx, skeleton.get_bone(indx).position)

Printing the positions of the bones while moving, it seems they make only very small changes in position while being posed with IK.
I suppose, i could use the global position of the bones, but then I would need to convert them back into local positions, (since the line being drawn shares the skeleton's parent)

Looking at some methoods, I think I may be doing it all wrong. Should I be getting the bone positions some other way? Should I use some sort of node as a child of the bones?

final latch
#

Anyone?