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aros2

8
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2
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A member registered Feb 03, 2024

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okay -- this does work! because add_bone uses a path so it must be doing it internally

polygon.clear_bones()

polygon.add_bone(bone.get_path(), weights)

Thank you so much!

This is what the result should look like (from when I do it manually)

(1 edit)


This is the erroneous result

Thanks for the reply, Twigleg!

I am indeed setting on the polygon. I tried polygon.set('bones', bones_array), but the exact same result occurs. In GDScript it's likely that polygon.bones = is just a convenience syntax for set.

This is the result of printing polygon.bones after doing polygon.set('bones', bones_array):

[[Bone2D:479641], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]


Any other suggestions? Much appreciated

(1 edit)

Hello,

I'd like to apply twistedbone weights to polygon2d from GDscript but am having problems.

If i paint the weights in the editor, the Polygon2D's bones property will be array that looks like this: [twistedbone1,[1,1,1,1,1,1], twistedbone2,[0,0,0,0,0]] and I thought it would be trivial to set in code. But when I try to do it, weird things occur. In fact, this happens:


var bones_array = [skeleton.get_child(0), weights]

polygon.bones = bones_array

print(bones_array)

Result:

[Twisted_Bone2D:[Bone2D:24122], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]

print(polygon.bones)

Result:

[[Bone2D:24122], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]

Then when I open the weight paint screen, the right hand column that shows the bones only displays [Bone2D, instead of the usual TwistedBone_1.  Weights appear set,  but when i rotate the twistedbone in the editor, the polygon doesnt move with it.

So, to summarize, it seems like the TwistedBone, when set into the polygon.bones array, is being turned into [Bone2D]. Is there any way around this? I'd be fine with just a hack to get it to work.

Cheers

I SOLVED IT!

The problem was AUTO CALCULATE BONE LENGTH and BONE ANGLE. Once I turned that off and manually set the lengths of the bones it works!

I attempted advancing AnimationPlayer manually, leaving a few  frames for Twisted to 'catch up'... the result was the arm moves a lot slower, but the limb angles still 'snap' instead of slowly tweening. It makes no sense at all. It's like the Twisted IK solver just isn't running properly.

I'm on Godot 3.5 using the latest version of Twisted.  I'm trying to set up a basic animation that moves the IK target sprite on the built in demos (e.g. 2D_Test_Scene_6.tscn) . Even though moving the target in editor mode bends the arm of the character correctly, if I move the target's position in either AnimationPlayer or a gdscript, when I run the game and it plays the animation, the target moves and so does the endpoint, but the limbs are not bending correctly.

Is there something extra I need to do to activate the entire IK chain each frame?