Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

superivan94

2
Posts
1
Topics
4
Following
A member registered Jun 19, 2017 · View creator page →

Recent community posts

Thanks for the clear answers!

This is exactly what I wanted to understand. The fact that PolyRig generates standard Godot nodes/resources and does not create runtime dependencies makes it much easier for me to consider using it in a "real project".

I think this kind of tool is really needed in the Godot workflow. For people like me, who want to focus on the essential work needed to actually move a game forward, PolyRig seems to cover the fundamentals of 2D rigging, mesh generation, and weight editing in a very practical way. It looks like it can help create more precise animations faster, without having to leave Godot or add an external runtime.

I know it is still Early Access, but it looks very promising. I’m happy to take the chance and buy it with a small extra as a gesture of appreciation for your work. If the plugin keeps maturing and becomes part of my workflow, I’d be glad to support the project again in the future.

Good luck with your academic work too, and thanks again for building this! 😊

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!