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(+1)

Hi eastriverlee!

Thank you for checking out the plugin! I’m glad it is proving helpful :)

To answer your questions:

1) Currently there isn’t a way to sync the bones, but I do want to look into this, as that would make everything MUCH easier. What I ideally want to do is make it where you can tell the physics bone what rotation you desire it to have, and then it will rotate to face that direction. If that was implemented, then mixing and matching physics bones with normal bones would me MUCH easier. So to answer the question: currently there isn’t really a way to sync them build-in to the plugin, but I do want to look at making this possible in the future!

2) Sorry, but I’m not sure I understand the question here. Can you elaborate on what you mean?

2 continued) The thing with physics in Godot is that you have to do it in either _intergrate_forces or adjust the velocity and torque so it will rotate itself. I did think about using the _integrate_forces method, but then (if I remember correctly) I found I would have to implement things like gravity, collision response, and joints, so I decided to try and adjust the velocity and torque instead. This is why the motor isn’t perfect or as usable as I’d like. I have a few ideas on how to work around this, but I haven’t tried implementing them just yet but I hope to do so in the near future.

Hopefully this answers your questions! I would like to work more on the physics bones in the next update after the showcase project, so hopefully it will be more usable soon!

Also: thanks for sharing a video of your project! It looks cool :D