Updated Cutout Animation (markdown)

reduz 2014-11-25 19:12:04 -08:00
parent fa79aa95d1
commit 0a7c154ad5

@ -102,13 +102,54 @@ The resulting rig should be easy to animate, by selecting the nodes and rotating
For simple objects and rigs this is fine, however the following problems are common:
* Selecting sprites can become difficult for complex rigs, and the scene tree ends being used due to the difficulty of clicking over the proper sprite.
* Inverse Kinematics is often desire for extremities.
* Inverse Kinematics is often desired for extremities.
To solve these problems, Godot supports a simple method of skeletons.
### Skeletons
Godot _does not really_ support actual skeletons. What exists is a helper to create "bones" between nodes. This is enough for most cases, but the way it works is not completely obvious.
As an example, let's turn the right arm into a skeleton. To create skeletons, a chain of nodes must be selected from top to bottom:
<p align="center"><img src="images/tuto_cutout11.png"></p>
Then, the option to create a skeleton is located at Edit -> Skeleton -> Make Bones:
<p align="center"><img src="images/tuto_cutout12.png"></p>
This will add bones covering the arm, but the result is not quite what is expected.
<p align="center"><img src="images/tuto_cutout13.png"></p>
It looks like the bones are shifted up in the hierarchy. The hand connects to the arm, and the arm to the body. So the question is:
* Why does the hand lack a bone?
* Why does the arm connect to the body?
This might seem strange at first, but will make sense later on. In traditional skeleton systems, bones have a position, an orientation and a length. In Godot, bones are mostly helpers so they connect the current node with the parent. Because of this, **toggling a node as a bone will just connect it to the parent**.
So, with this knowledge. Let's do the same again so we have an actual, useful skeleton.
The first step is creating an endpoint node. Any kind of node will do, but [Position2D](class_position2d) is preferred because it's visible in the editor. The endpoint node will ensure that the last bone has orientation
<p align="center"><img src="images/tuto_cutout14.png"></p>
Now select the whole chain, from the endpoint to the arm and create bones:
<p align="center"><img src="images/tuto_cutout15.png"></p>
The result resembles a skeleton a lot more, and now the arm and forearm can be selected and animated.
Finally, create endpoints in all meaningful extremities and connect the whole skeleton with bones up to the hip:
<p align="center"><img src="images/tuto_cutout16.png"></p>
Finally! the whole skeleton is rigged! On close look, it is noticeable that there is a second set of endpoints in the hands. This will make sense soon.
Now that a whole skeleton is rigged, the next step is setting up the IK chains. IK chains allow for more natural control of extremities.
### IK Chains