#IK/Procedural animation
1 messages · Page 1 of 1 (latest)
nuthin?
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.
https://www.youtube.com/watch?v=G_seJ2Yg1GA
This video covers usage.
With the removal of the SkeletonModification stack my old procedural animation video was outdated. I decided to do a new and improved implementation with what's currently available in Godot 4.0
Resources:
* Spider Bot Model - https://drive.google.com/file/d/1j0qbkJf8iuz6682UUzhV1Y5RgjSXIdUS/view?usp=sharing
* Github Project - https://gi...
aight ty
could check out this https://github.com/monxa/GodotIK
I haven't tried it myself yet, but it looks promising
I have, it lacks pole controls though.
would it be any better/easier to write it myself?
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.
ahhh
whats dat mean
limited horizontal movement for IK bones.
i am unfamiliar with that.
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.
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.
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.
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.
depending on the complexity of the setup you want
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.
yeah i kinda figured
would it be very hard to do that in godot?
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.
I REALLY recommend just looking for a different approach.
I am far from an expert in IK
what do you mean?
I mean, other than Rain World's approach.
If you just want to implement your own IK, you should probably use this node
https://docs.godotengine.org/en/stable/classes/class_skeletonmodifier3d.html
Inherits: Node3D< Node< Object Inherited By: LookAtModifier3D, PhysicalBoneSimulator3D, RetargetModifier3D, SkeletonIK3D, SpringBoneSimulator3D, XRBodyModifier3D, XRHandModifier3D A node that may m...
yeah but i might not want just ik
i might end up with other styles aswell
and need to connect them
RainWorld uses a combination of active ragdolls and IK. That's really it, the magic is in how well-tuned they are and how well-done the animation was.
Godot is 100% capable of doing both, it's just pretty difficult to get both to work together
I also wouldn't worry too much about the pole limitations of GodotIK, especially for 2D