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Rework the inverse kinematics workflow to allow for improvements #2660

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PranavSK opened this issue Apr 27, 2021 · 2 comments
Closed

Rework the inverse kinematics workflow to allow for improvements #2660

PranavSK opened this issue Apr 27, 2021 · 2 comments

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@PranavSK
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Describe the project you are working on

Describe the problem or limitation you are having in your project

Describe the feature / enhancement and how it helps to overcome the problem or limitation

Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams

If this enhancement will not be used often, can it be worked around with a few lines of script?

Is there a reason why this should be core and not an add-on in the asset library?

@Calinou
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Calinou commented Apr 27, 2021

Did you forget to fill in the template? You need to fill the template for this proposal to be valid. If the template is not filled, this proposal will be closed.

By the way, IK is already being reworked for 4.0 in godotengine/godot#39353 and godotengine/godot#47872. You may want to check those pull requests' descriptions and see if they address your needs.

@PranavSK
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Ahh sorry, this was accidental. You can close this. The idea I had was to implement each bone as a spatial node and add constraints as child nodes. This would allow for constraints to work with any Node3D/Node2D and the Bone3D node would only need to update its transform from the skeleton bone (similar to current BoneAttachment or apply its transform to the bone.

But the approach which is currently pursued seems to be quite different and anyway, this can also be thought of after the groundwork for the above is done.

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