Hi nightscratch,
PolyRig looks very promising. My main reference for 2D rigging tools is Spine2D, but I’m mostly interested in its rigging-related features, such as mesh generation, weight editing, and a smoother workflow for 2D skeletal animation. That’s why PolyRig caught my attention: it seems to offer the essential rigging tools I need, directly inside Godot, at a much more accessible price.
I’m a hobby game developer using Godot, and I’m very interested in tools that improve the native Skeleton2D / Polygon2D workflow without adding external runtimes.
I saw the note that PolyRig generates standard Godot nodes and that the plugin can be uninstalled after rigging. Just to make sure I understand the workflow correctly:
1. After rigging, do the generated scenes contain only standard Godot nodes/resources, with no custom PolyRig scripts or custom resource types required at runtime?
2. If I uninstall PolyRig after rigging, and later reinstall it to make changes, can I continue editing the same rig/mesh/weights, or would I need to recreate them?
3. If I start rigging with PolyRig and then uninstall the plugin before finishing, can I continue the rigging manually using Godot’s built-in tools, or would I need to start over?
4. Do you plan to keep PolyRig compatible with future Godot 4.x versions?
5. Is PolyRig intended as a long-term tool, or more as an experimental early access project for now?
6. Is this itch.io forum the best place to report bugs and ask questions?
I’m not a studio, just an independent hobby developer, but I’d be happy to support the project if it becomes part of my workflow.
Thanks for your work!
