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Asset Forge

Create your own 3D models and 2D sprites! · By Kenney

Skeletons and bones

A topic by Spitko created Jun 05, 2020 Views: 166 Replies: 1
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(1 edit)

It would be incredibly useful for 3d games if asset forge had some simple support for bones and skeletons.

Simple use case: If I were to design a tank, I'd want the turret to rotate in-engine. Right now the path is to create the turret as a separate object, import them both, then add a code shim which spawns the turret separately and manually set the offset. This certainly gets the job done, but it's tedious once and outright painful to do for a large collection of them, assuming the turret ever changes positions on the model (Or worse: you have multiple turrets!).

Another useful outcome of this would be to use the bones as "hard points" and snapping objects together in code this way. Simply being able to get the position of a named bone opens up tons of functionality from a code/engine perspective, from adding/removing objects at runtime, to simply getting data positions like where projectiles fire from or particle attachment points.

Unfortunately this is not possible technically, because some file formats don't support any form of a skeleton or bones. Some do, like DAE and FBX but it'll be hard to communicate that towards users. I'm planning to add pivot point editing for groups however, so that might make things a lot easier.