mirror of
https://github.com/godotengine/godot.git
synced 2024-11-21 19:42:43 +00:00
Updated Cutout Animation (markdown)
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
|
||||
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user