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Add 3D bones gizmo manipulators for skeletons #584
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Edit: godotengine/godot#36409 doesn't add manipulation gizmos as confirmed by #584 (comment). |
I didn't know it, thanks! :) |
Sorry, my pr only handles manually changing the properties of the bones. I've been using this issue to track the design. https://github.com/godotengine/godot/issues/30542. [I can't read. Removed some text.] |
Please add this! |
@Shadowblitz16 @2plus2makes5 check this and could be the first step towards being part of 3D character workflow from Blender to Godot. |
well in twitter i recently found out that it has been merged it wan not by juan or the official godot twitter but it sounded like the original creator of the 3d bone gizmo manipulator had tweeted it saying it is merged |
@master172: Yes, the skeleton gizmo PR was merged recently. |
This was implemented by godotengine/godot#45699, closing. Since the above PR relies on subgizmos that break compatibility with existing editor plugins, this can't be backported to |
Describe the project you are working on:
2.5d beat'em up
Describe the problem or limitation you are having in your project:
The same mesh or animation can make different impressions in different situations, if i want to simply tweak an animation i have to either edit raw numbers in the editor or go to blender, modify, re-export, return to godot and re-import again, hoping i don't have to tweak again.
Also related: skeletons lack the last bones.
Describe the feature / enhancement and how it helps to overcome the problem or limitation:
A simple default gizmo to manipulate bones, we should be able to make little adjustment without having to go to blender, re-export and re-import again, also it would be extremely convenient to make animations directly in Godot.
Describe how your proposal will work, with code, pseudocode, mockups, and/or diagrams:
At each bone would be attached the default gizmo to let us move them.
If this enhancement will not be used often, can it be worked around with a few lines of script?:
Everyone working with 3d skeletons would use this.
Is there a reason why this should be core and not an add-on in the asset library?:
In my opinion it's an essential feature that should be accessed by everyone, it shouldn't be a simple add-on.
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