Transition to Godot's superior 3d animation system - SkeletonModifier3D !
Автор: Fair Fight
Загружено: 2025-02-20
Просмотров: 12110
Описание:
Hello again, and welcome to the new skeletal animation video!
This project's code is located in parkour project, but it's really almost a standalone episode. I only put it there to preserve the developed progress for climbing actions etc, because climbing actions sort of triggered the pathing here, highlighting the necessity to finally dip our toes into IK pool.
In this video I will give a short beginner's guide (for real!) to building SkeletonModifier3D based animation systems. I am also proposing a nice hack that once again abuses some properties of plain old AnimationPlayer to cure one of the biggest downsides of working with complex animation frameworks - we'll solve transition request hell.
Currently, the project includes only one proper modifier - the animator one. I also set things up in a less effective, but illustrative way - we have one animator for full body and two other for torso and legs right beneath it. Obviously, it is much better to just have torso and legs animators installed, and your "full body" mode is just running both of them, but I use the division for demonstration purposes.
I also must say that currently parkour project is "stripped" from some abilities we had back in the main controller project. This is due me wanting to refactor some input mapping mechanisms and some other key area awareness changes that brick some of the old attacks/movement code. I do it because parkour project's goal is, well, to demonstrate parkour.
But of course, the animation framework migration will eventually make its way to the main controller's repository. Then and there I will include all fixes and polishing for torso/legs split Moves, attacks and all features we had to preserve "backward compatibility".
For now please take these results as a demonstration and a theory/design philosophy-packed example video. And the next one will be more code-heavy with IK integration etc.
Code:
https://github.com/Gab-ani/Godot-Park...
My previous video about skeleton modifiers and why you probably want to use them:
• One Node Revolutionizes AAA Skeletal Anima...
If you have any questions, feel free to ask them, in the comments, or in my discord server:
/ discord
You might as well support the channel ^_^
/ fairfight
00:00 intro and past mistakes correction
01:20 why NOT use skeleton modifiers (or costs of using them)
02:32 why use them anyways you power-hungry creature
04:46 skeleton modifiers 101
08:13 crazy tech for complex systems + optimisation
13:46 base animator modifier code review
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