Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Update addon for Godot 3.2, twisted jigglebones. #5

Open
Corruptinator opened this issue Feb 5, 2020 · 10 comments · May be fixed by #7
Open

Update addon for Godot 3.2, twisted jigglebones. #5

Corruptinator opened this issue Feb 5, 2020 · 10 comments · May be fixed by #7

Comments

@Corruptinator
Copy link

Corruptinator commented Feb 5, 2020

set_bone_global_pose no longer exists as of Godot 3.2. You'll need to update the jigglebone.gd script with the following at line 115 to replicate the old effect:

skeleton.set_bone_global_pose_override(bone_id, bone_new_transf_obj, 1, true)

Also, not sure if this is something that can be improved but testing the animation player caused the bone to be oversensitive:

(Update: Is it possible to write a code that resets the bone positions instead of using the move tool?)

image

@Hasenn
Copy link

Hasenn commented Feb 16, 2020

I forked it and did this

@vipsbpig
Copy link

vipsbpig commented Mar 6, 2020

After this code in 3.2. It twisted the bone too much.How to impove this ?

@Hasenn
Copy link

Hasenn commented Mar 6, 2020

could you open an issue on my fork and detail how to reproduce / what is wrong exactly?

@vipsbpig
Copy link

vipsbpig commented Mar 6, 2020

@Hasenn I can't open an issue on your fork page,maybe you forget to open the issues function.Just like the original post.Before it run well in game.Maybe crazy effect on the editor side.Now every play the monkey will not set to it's original form.

After the animation form original scene.The monkey will be twisted.Here is the pic.
bug
I adujst the camera a little to see the monkey twisted clearly.

@Hasenn
Copy link

Hasenn commented Mar 6, 2020

I'll take a look when i can

@Bauxitedev
Copy link
Owner

Yep, the twisting thing is a known problem, I'm not exactly sure why it happens. I'll have to port the thing to Godot 3.2 as well but currently I'm recovering from COVID so it won't be any time soon.

@Corruptinator
Copy link
Author

OH WOW. I offer my prayers for your recovery!
_ _
/)(\

@yaelatletl yaelatletl linked a pull request Oct 16, 2020 that will close this issue
@bengtsts
Copy link

bengtsts commented Oct 4, 2021

Calling skeleton.clear_bones_global_pose_override() once and only on the first jiggle bone processed in the scene tree fixed this for me.

I figured that out after trying this guide.

@TokisanGames
Copy link

The main issue in many of these tickets is that it runs in tool mode, which changes the data saved in your scene. That's why @bengtsts 's solution to clear it at runtime works. If you disable tool mode it will fix 99% of the problems as the initial data in your scene is set properly at runtime.

You can also try my fork which supports collision among other changes. See the readme.
https://github.com/tinmanjuggernaut/godot-jigglebones

@Bauxitedev I'm happy to contribute to your repo if you're still active on this project, or it can stay where it is.

@RockyMadio
Copy link

The main issue in many of these tickets is that it runs in tool mode, which changes the data saved in your scene. That's why @bengtsts 's solution to clear it at runtime works. If you disable tool mode it will fix 99% of the problems as the initial data in your scene is set properly at runtime.

You can also try my fork which supports collision among other changes. See the readme. https://github.com/tinmanjuggernaut/godot-jigglebones

@Bauxitedev I'm happy to contribute to your repo if you're still active on this project, or it can stay where it is.

Thank you, is it going to work in Godot 3.5.3?

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging a pull request may close this issue.

7 participants