bauxitedev / godot-jigglebones Goto Github PK
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License: MIT License
An addon that brings jigglebones to Godot Engine 3.0.
License: MIT License
hello! the crash have been fixed but this weird thing where jigglebones disapear during the game still happend ,i gonna share the scene with the community soon if u want to take a closer look to the problem once u got some spare time from the uni.
thanks.
set_bone_global_pose no longer exists as of Godot 3.2. You'll need to update the jigglebone.gd script with the following at line 115 to replicate the old effect:
skeleton.set_bone_global_pose_override(bone_id, bone_new_transf_obj, 1, true)
Also, not sure if this is something that can be improved but testing the animation player caused the bone to be oversensitive:
(Update: Is it possible to write a code that resets the bone positions instead of using the move tool?)
For example, if I have a pendant for a character, can I somehow prevent it from going into the character?
Following the branch https://github.com/tinmanjuggernaut/godot-jigglebones
Feature for a collision sphere to interact with another collision sphere. For example 2 jiggle bones with collision spheres colliding with each other or just a collision sphere colliding with a jiggle bone collision sphere and making it move.
Hi,
When playing the game or simply opening a scene with jigglebones, it's common for the part of the mesh affected by the jigglebone to disappear, causing the console to throw the following errors continuously until the game/scene is closed:
The axis Vector3 must be normalized
core/math/basis.cpp:69 - Condition "det == 0" is true
Does anyone have any idea on how to solve this?
I'm using Hasenn's fork, by the way.
Hi
I am using godot 4.2.1 and Jiggle (4.0) and the collision is not working :)
Hello, first of all this is a very cool plugin! I played with it mostly to learn but I noticed that the mesh/bone motion is reversed when the modes is moved. What I mean is that for example ears position should lag little behind when model is moving rapidly, and instead they are moving towards current move direction, this can be observed on gif that I recorded:
Is this intentional?
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