(I've deved several games in my life but im new-ish to godot and the tools im using in it so i've put a beginner tag)
The setup
Hey gang!
So i've been trying to do some animation and animates bone and all that cool stuff. In order to do so I did the following:
- Made sprites for stickman limbs and stuff
- Organized it in a bone architectures with bone and sprite nodes (you can see the whole architecture in one of the screens)
- Made a modification stack and made a CCDIK modification stack for each limb
- I also made a look at modification for the head which I disabled!
The issue and my attempts to fix it
Very cool, my stickman reacts to the IK targets, it's easy to animate, i'm an happy dev. I keep working and then wanna see their proportion compared to my castle. I realize lots of errors (which apparently are normal and will be fixed in godot 4.3, link about it here: https://github.com/godotengine/godot/issues/73247)
But to be sure I drag and drop a few of them in my main gameplay scene and launch the game and BEHOLD. They harlem shake and they seem, from observation, that they try to target ALL the IKs at once. At least if you take a close look to the non moving one, all his limbs rotate towards IK targets of another stickman. But it ain't his local ones!
So I totally understand that the problem is that they confuse their IKs, but I truly don't know how to fix that even though I tried!
- I tried to make the skeleton2D modification stack and each of its modification a unique ressource... It didn't work!
- I tried to make the path to my IK targets unique with the make unique option, didn't work! (I didn't do any other step than right clicking the node and selecting the "make unique option"
I could completely just disable their IKs and activate them one by one for my game. But if I ever want to just have enemies in a later game that have their feet reacting to ground level for stairs for instance. More screens bellow!