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Gokigenyou

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A member registered Jan 25, 2019

Recent community posts

I had not actually updated to 1.4a and doing so has solved my issues. So all is well. :)

Hi again,

Would it be possible to add an option to invert Z values on bone attachments when flipped?

In my use case, the characters hold items in their hands using bone attachments, and I align the items to be just beyond the polygon of the hand. When the model is flipped, that item is now in front of the hand instead. 

Thanks for your time. 

PaperSkeleton community · Created a new topic Bug in 1.4

Hi,

There´s an error when you try to assign a color to a PaperPolygon2D. 

> Invalid access to property or key 'auto_name_params' on a base object of type 'Node3D (PaperSkeleton)'.

Line 149 in paper_polygon_2d.gd


An easy fix, but I suspect you would want to know. :)

Thanks again for a great addon. 

Thanks for the quick update! This seems to fix all my immediate issues, I will keep you updated if I find anything else. :)

Great work so far!

I´ve updated to 1.3a now and I have a couple of bugs/issues that were not present in 1.2. They may be related to my implementation but they showed up in 1.3 and reverting to 1.2 fixes them. With the exception of adding to the complex shader I have not tweaked any of the addon files. 

1 - When flipping the model, by setting the flip_model var to true, the bone attachments get rotated along the x axis 90 degrees making the objects point towards the camera. It looks good again flipped back. Apparent in the editor. It also breaks the billboarding of the bone attachement, moving the camera around the bone attachment stays in the same 3d position rather than following the model around as the camera moves.

2 - Polygons that are supposed to be hidden are visible during play, I cannot replicate this in the editor. I am 'dressing' up my models like literal paperdolls with several layers of pylogons and I set unused pylogons to not be visible. 

It works as intended when they are intended to be visible, but turning visibility off seems to not be respected, or rather, the initial state of visibility seems to not be respected. Whether set by code running in ready setting them to the correct values or turning off the visibility through the inspector beforehand. The issue only seems to happen upon loading and initializing the paperskeleton. Later when changes happen during play, updating the visibility still seems to work. 

Thanks in advance for any help or insight you may provide.

Finally got around to implement 1.2. In summary, it works without any issues and greatly simplifies things for me.  :)

Cool! I will check it out.

Thanks! The update solved my issues. 

(1 edit)

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!