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Puddling

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A member registered 72 days ago

Recent community posts

Perhaps a noob suggestion, but with the current skeleton rig, IK seems quite difficult, having multiple bones in the ankles and arms seems useful modeling wise but I'm not sure how to  do any useful pose transformations without relying on deprecated godot features and purely animation. Is this where I'm supposed to have a seperate IK skeleton or am i missing the point? 

Theres a few other suggestions i'd have with its true modularity, as a lot of the pose modification requires injecting skeleton modifiers on both genders scenes, ideally the skeleton would be decoupled somewhat more from the skeleton to build more advanced animation systems.

Great work so far though, it is a nice base nonetheless!