Hi, thanks for a great addon! It was just what I needed and easy to set up. I had used the old fashioned method of using a 2d skeleton in a viewport and rendering that to a Sprite3D and switching over to this addon was as smooth as I´d hoped.
Small thing first, compared to my original 2d polygons, the new paperskeleton polygons were tinted white, this could be solved by adding the 'source_color' hint to auto_albedo_texture in the relevant shader include.
And secondly, and I know I could work around some of this using 2d polygons, but I need to attach arbitrary nodes to the skeleton bones. Think weapons and other items held in the hands and also just knowing the global position of for instance the hands to eg. spawn projectiles from them.
What I´ve tried to do is to use BoneAttachment3Ds attached to the generated bones and this kinda works. I use a code snippet like this: 'return _skeleton_3d.global_position + (r_hand_bone_attachment.global_position / 100.0)' to convert the position of the bone attachment to something that works in global space. But, as characters move around, this position is not stable relative the polygon art.
Obviously I realize that I am doing a bit of reverse engineering here and something unintended, so I though I would ask if you know of a better way too accomplish what I am trying to do?
Thanks in advance for any help!