tutorials/animation/2d_skeletons #101
Replies: 9 comments 13 replies
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Hmm, I'm up to the part: But when I add a Maybe I'm missing something? I've tried Godot 4.2.2 and 4.3 |
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Hello there. I'm new to godot too and am struggeling with syncing the bones to the polygons, to be mor percise: the end bones. In my 2D Overview I see the 2D bones correctly rotated and everything. In the Inspector under "Bone2D" I unticked the "Auto Calculate Length and Angle" setting, rotated and defined the length manually so it would fit the part I'm animating. When I want to sync the bone to the polygon in the UV overview tho, I get a bone that is just set to it's standard settings (all endbones are pointing to the right, only the length is according to what I defined). Is this problematic if you want to animate without bending a polygon or in general or can I continue despite this happening? And how can I prevent that in future? |
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Hi, Everything I see shows how to tie sprite sheets to animation player but the whole point of rigging is to create better animations than sprite sheets. I went through all the trouble of slicing, polygon-ing, skeletizing and creating animations. Now the only way to use the animationplayer is to create sprite sheet poses? WTH? Hopefully I am just not seeing the oblivious but I have looked in a lot of places and everything ties back to sprite sheet poses. All I am doing presently is generating one non-movable animation AND a movable (non-animated) sprite2d. |
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I followed the tutorial and everything worked. But I have a different question regarding the usage of polygons, skeletons and animations. Is there a way to flip the created animation horizontally? I tried using the scale parameter but that only scales the skeleton and not the polygons. Which results in a skewed animation and character. When using sprites I was using sprite.flip_h to flip it. Does something similar exist for the polygons and Skeleton? |
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update: I did get it to work with this: func _on_timer_timeout(): forget about the timer stuff it was just for testing... but the concept being that I had to constantly set the position as well as the scale.x to keep it in one place. is this the only way. how efficient is it. I wonder. It seems to be O(1) so that is pretty good. Hi folks, for a 128x128 px characterbody2d setup like so: I am having a heck of a time trying to figure out how to flip_h or scale.x this. you know how the sprite2d and animatedsprite2d flip in place easily and are used in movement stuff. this seems not the case when using polygons and bones and animation player making me think I have to create completely new animations for each opposite movement direction. This doesn't make sense so I must be (once again) missing something. Any thoughts? |
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I completed tutorial just fine, but how to add colliders that will move with bones now? Should |
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How the hell do I set up the tris to make my leg not look like a mangled mess 😭 |
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Likely not everyone needs this much detail, but for those like my who didn't register the "toolbar" part of the tutorial's direction.... |

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tutorials/animation/2d_skeletons
Introduction: When working with 3D, skeletal deforms are common for characters and creatures and most 3D modeling applications support it. For 2D, as this function is not used as often, it's diffic...
https://docs.godotengine.org/en/stable/tutorials/animation/2d_skeletons.html
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