#IK/Procedural animation

1 messages · Page 1 of 1 (latest)

idle turret
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i want to proceduraly animate things in my game but im not sure if using a pluging like boneIK or writing some code myself would be better

idle turret
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nuthin?

solemn sorrel
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The ik tools of godot leave a lot to be desired. Right now the only option is depreciated and will likely be removed or changed in a way that breaks stuff.

There is a plugin as well but it doesn't have IK poles so you can't control the elbows/knees of the object.

idle turret
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aight ty

thorny jacinth
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I haven't tried it myself yet, but it looks promising

solemn sorrel
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I have, it lacks pole controls though.

thorny jacinth
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oh?

idle turret
solemn sorrel
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For now yeah, the only solutions available require you to code in stuff to make it work anyway. The godot solution doesn't do anything unless you use gdscript. The Monxa IK solution is very limited without coding stuff in.

solemn sorrel
thorny jacinth
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ahhh

idle turret
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whats dat mean

solemn sorrel
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limited horizontal movement for IK bones.

idle turret
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i am unfamiliar with that.

solemn sorrel
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So, the character's base pose will generally influence the movement range. If you want the knees to tilt towards the left or right for example this solution might give you problems with that.

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Either way, what Godot really needs is an IK solution that lets you assemble and test the rig without GDScript, because the current workflow of assembling the GDScript then testing the rig, then removing the gdscript temporarily so you can edit the rig is cancer.

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You can code around that of course but at that point you may as well just write your own solution. 2D IK is relatively simple to implement at least.

idle turret
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oh

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do i need to use bones and stuff ?

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or can i code that myself too

solemn sorrel
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It's typically used on bones but the most basic setup is a root, a goal, and 2 joints (which can be objects with a base pivot). I would try to see how far you can get with the solutions offered first.

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depending on the complexity of the setup you want

idle turret
elfin fjord
# idle turret rain world...

I do not think Rain World uses skeletons. afaik it is just overlapped sprites. And it runs in a custom physics system.

The game has way more work under the hood than it may look like. I do not think the dev ever released the specifics, they just did some TED talks talking about how the game works.

idle turret
elfin fjord
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I do not think it would be any harder to do it in any engine. Since it is custom.
But it will probably be pretty advanced regardless.

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I REALLY recommend just looking for a different approach.
I am far from an expert in IK

elfin fjord
idle turret
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i might end up with other styles aswell

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and need to connect them

arctic cliff
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Godot is 100% capable of doing both, it's just pretty difficult to get both to work together

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I also wouldn't worry too much about the pole limitations of GodotIK, especially for 2D

idle turret
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see i wanna mess with all types tho

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like maybe a soft body

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all kins of things

arctic cliff
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I wouldn't use softbodies for this

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unless it's for stuff that you don't want to have any interaction with other physical objects

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i.e. maybe antennae

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I recommend just messing around in engine

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start with active ragdolls or IK

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then tack the one you didn't do on