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V2.20 Locked

A topic by VadimBernhardt created Mar 20, 2021 Views: 135 Replies: 3
This topic was locked by TwistedTwigleg Mar 22, 2023

Closed due to inactivity.

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(+1)

Hi I bought and downloaded a plugin and installed it but how to update it to 2.2.0 v

Developer (1 edit)

Thanks for your support!

Before updating, I would highly suggest making a backup of your project, just in case something goes wrong.

Then download the zip file and unzip it. Next, delete the Twisted IK 2 folder in your Godot project in the plugins folder. Then take the Twisted IK 2 folder from the zip and place it into the plugins folder in your Godot project. Then you will just need to close the Godot editor (if it’s open) and reopen your project and then it should be updated! You can check if it’s updated or not by seeing it “Twisted_PhysicsBone2D” shows up in the new node menu.

Let me know if what I wrote does not make sense or if you have any issues and I’ll do my best to help!

Also, on a slight aside: I updated the utility script that sets the magnet position for FABRIK, as how magnet positions are set changed slightly to fix the bug where it would give different results when rotated. The example development project contains the new script in the utility scripts folder.

FABRIK seems to work well, but with TWO BONE IK the bones do not rotate correctly, and it would be nice if a limit could be set in LookAt :)
Developer

Great, I’m glad FABRIK is working!

With TwoBoneIK, what do you mean by “not rotate correctly”? Is the rotation facing the wrong angle, the pole node is not working, or something else? Also, does the issue occur in the example development project? While I didn’t notice any in my testing, it may be there is a bug.

For LookAt in 3D, right now I do not have any plans to add angle constraints, primarily because its really difficult to get constraints working in 3D. I do plan to eventually look at tackling 3D constraints, likely starting with the LookAt node, but right now its on the back burner. You can, however, use a CCDIK modifier in addition to the LookAt to constrain the rotation, I think.

2D LookAt has angle constraints, but its because rotation constraints are much easier in 2D since it doesn’t have that pesky third dimension and 3 axes of rotation 😆

Developer locked this topic