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Future plans (and plugin changelog) Sticky Locked

A topic by TwistedTwigleg created Dec 13, 2020 Views: 868 Replies: 1
This topic was locked by TwistedTwigleg Dec 13, 2020
Viewing posts 1 to 4
Developer (18 edits) (+1)

This plugin is no longer in active development!

This does not mean that bugs will not be fixed, but new features are unlikely to be added at this time.

Previously planned for the next release:

The following features are being worked on and are likely to be part of the next release

  • Add missing features recently introduced (physics bone sync, modifier stack start on _ready) to 2D IK
  • Continue to improve documentation, showcase project.
  • Fix bugs and improve overall usability

Features previously planned for sometime in the future:

The following features may be implemented in future versions! Please note that these features may be implemented in any order, and anything listed here is subject to change.

  • Investigate adding constraints to FABRIK in 3D
    • Not super simple, but I have some ideas based on the constrained FABRIK I wrote for 2D.
    • Probably will wait on the back burner for awhile due to its complexity!
  • Add a system to draw gizmos (or some other visual indicator) for 3D IK
    • Should be able to use the intermediate geometry node or the surface tool. I've done something like this before in Twisted IK 1 (Tweet).
  • Add additional rotation support to 3D FABRIK when using Quat rotation.
    • Currently additional rotation support only works for LookAt. Swing rotation is not too hard with additional rotation, but twist rotation is problematic. I have some ideas to work around this though!
  • Investigate new, more controllable ways to have dynamic physics bones in 3D
    • See if there is a way to make the Godot joints update a little faster, to keep bone chains more in sync.
  • Make sure the IK system is compatible with VR
    • I primarily want to make sure first-person arms work with VR.
    • Maybe test physics bones in VR, for physically aware VR limbs?
  • Investigate ways of making fully-body setups easier to create and control
    • This may be a good use of the editor plugin!
  • Add a GDScript version! This would allow it to be used without Mono
    • This essentially means maintaining two code bases though, so may take awhile. It would be nice to offer though!
    • Would kinda double the work needed to add new features though, since both code bases are separate...
Developer unlocked this topic
Developer (9 edits)

Changelog:

  • Version 1.0.0: Initial release!
  • Version 1.1.0:
    • Added class reference documentation to all current code.
      • Now intellisense should show some info for all custom public functions and most public variables!
      • I tried to document everything that I could with small, straightforward comments.
    • Fixed issue where TwoBoneIK would crash and spew errors when adding a pole node while TwoBoneIK was executing.
  • Version 1.2.0:
    • Added initial documentation to the project! Only two pages currently, but more is on the way.
    • Jiggle joints can now use a Vector3 for the target position instead of being forced to use a Spatial-based node.
  • Version 1.2.1:
    • Fixed issue that prevented Jiggle joints from working when using a Vector3 without a target node properly setup (and executing) before hand.
    • Fixed typos in the error messages for several of the IK modifiers.
  • Version 1.3.0:
    • Jiggle can now have the target vector be relative to a Spatial-based node
    • Jiggle can now optionally use Quat-based rotation
    • Fixed issue where gravity was calculated in the wrong direction for Jiggle
    • Added a Quat-based rotation function to Twisted_3DFunctions
    • Added a function getting the global pose from a Skeleton node to Twisted_Bone3D
  • Version 2.0.0:
    • 2D IK support added!
    • Twisted_Bone2D, Twisted_Modifier2D, and Twisted_ModifierStack2D have all been added
    • All 3D modifiers are now implemented in 2D: LookAt, CCDIK, FABRIK, CurveIK, Jiggle, and TwoBoneIK!
  • Version 2.1.0:
    • Added initial implementation of 2D constrained FABRIK
    • Added new solving modes to CCDIK
    • Added documentation for 2D skeleton setup
  • Version 2.2.0:
    • Added Twisted_PhysicsBone2D!
    • Added Twisted_ModifierSliderJoint2D and Twisted_ModifierSliderJoint3D!
    • Fixed bug in 3D FABRIK and TwoBoneIK that causes it to give different results when entire assembly is rotated
    • Added utility script folder to example project
  • Version 2.6.0:
    • Added the ability for Twisted_Skeleton3D and Twisted_Bone3D to work without needing a Skeleton node
    • Fixed bug where scales could become infinite if the parent bone was scaled/animated. (fixed for LookAt3D, CuriveIK3D, DuoIK3D, FABRIK3D, Jiggle3D, SliderJoint3D, and Velvet3D)
    • Fixed bug where bones with -Z as the forward axis would not function correctly in IK (fixed for LookAt3D, CurveIK3D, FABRIK3D, Jiggle3D, and SliderJoint3D)
  • Version 2.7.0:
    • Added Godot 4.0 support added
Developer locked this topic