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Documentation? Locked

A topic by dsobiera created Dec 30, 2020 Views: 448 Replies: 3
This topic was locked by TwistedTwigleg Mar 22, 2023

(Basic) Documentation was added prior. Closing due to inactivity.

Viewing posts 1 to 4
(+1)

I know that you said docs are on the roadmap but do you know when?

I've tried to figure out the system but these seem to setup different than the built in SkeletonIK.

I'm trying to get a simple 3 bones IK chain to move but I don't see any of the included systems for the plugins that allow me to pick a tip as an exposed script variable.

I'm sure that I am using it wrong :)  But I also don't see enough intuitive UI in the script variables to figure it out on my own.

Any chance you could at minimum make a quick video showing how to set-up those systems? Or even some screenshots?

Developer

Hi dsobiera!

I do not currently have an ETA on the documentation. My work has picked up quite a bit and doesn鈥檛 show any signs of slowing in the near future, so the time I have to dedicate to the plugin is pretty much solely on the weekend. I am hoping to have it out sometime early 2021, but I do not want to set a date or promise anything because I鈥檓 not sure what the future holds.

The Twisted IK 2 system is very different than the SkeletonIK node. The Google Summer of Code work I have done is more like the SkeletonIK node, but its for Godot 4.0 (assuming its merged in). This system is different because of its use of Bone3D nodes (Twisted_Bone3D in the plugin).

Have you looked at the included example project? While its not as good as documentation, it should hopefully at least give an idea on how the plugin works. I am planning to write documentation now that I have finished the static class reference, which I added last weekend, so hopefully it will not be too long.

For a 3 bone IK chain, you probably want to use either FABIRK or CCDIK. To use either, you will need a Twisted_Skeleton3D pointing to a Skeleton node, and Twisted_Bone3D nodes as children of the Twisted_Skeleton3D bound to each of the three nodes in the skeleton (you can use the IDs or bone names). Once that is done, you need to make a Twisted_ModifierStack3D and have a Twisted_ModifierFABRIK3D or Twisted_ModifierCCDIK3D as a child of the modifier stack.

You cannot set a bone as the tip, you just add all the bones you need! To define the distance from the last bone to the tip, just create an additional Twisted_Bone3D node as a child of the last bone and set the bone ID to -1 and set auto calculate length to false. Then you can position the Twisted_Bone3D with an ID of -1 to the end of the bone in the Godot editor, and then the tip bone will correctly calculate its length. The FABRIK example (test scene 4, I believe) in the example project does this for the last bone in the chain.

Hopefully that helps, but if it doesn鈥檛, please let me know and I will do my best to assist further! Additionally, if anything seems unintuitive or needs explanation, please let me know so I can either change it or document it in the documentation 馃檪. I can also make a quick setup video, but it may take a bit because of the limited time I have to work on this plugin.

Thanks and sorry for the inconvenience!

No worries. I understand time management.

You mentioned "IF" your GSoC work gets merged into Godot 4. Is there some doubt that it will?

I ask because I'd prefer to learn one system. If the Godot 4.0 stuff is eventually going to happen (and is different than the plugin), I'll wait.

But if it never makes it into Godot itself... well the plugin is the right path for me.


Developer (2 edits)

The plan is that the GSoC work will make if in, but its under review right now and has been for several months. It will likely make it in, its just a matter of when.

Both systems offer the same functionality but through different ways. I fully plan to support the plugin in Godot 4.0 once it鈥檚 released, regardless of whether the GSoC work is integrated or not. I plan to continue to work on the plugin and add new features over time.

That said, the IK system in Godot 4.0 is official and will be supported by the Godot community, unlike this plugin is only supported by myself, so over time the Godot 4.0 system may be more worked and mature due to the potential of more developers working on it.


Anyway, all of that is I cannot say for sure nor can I suggest one system over another. If you want to only learn a single system and am wanting to use the official solution in the future, then I might suggest waiting for Godot 4 as the plugin is different in implementation.

Developer locked this topic