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The ability to Limit(constraints) IK #3712
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I’ve been working on this, please contact me on discord for details. Still draft stage. |
@fire do you need someone to test it ? |
If you're able to help out test or able to provide sample case, that is welcome. It's also been difficult because of the different parts. Edited: Providing encouragement is great too! |
here I am working on advanced movement system template https://github.com/ywmaa/Advanced-Movement-System-Godot it is the main reason why I requested this feature I think I can test the feature as it is part of my project |
I found an old IK Constraints proposal with some information #750 |
You linked to the same proposal 🙂 |
if someone is working on this , here is my contribution to it : and I am closing this issue because it is almost a duplicate of the issue above and it has better explanation with better/more suggestions |
Describe the project you are working on
I am working on creating Advanced Movement System Godot 3D template
and I am using SkeletonModificationStack for IK system
Describe the problem or limitation you are having in your project
SkeletonModification3DLookAt doesn't have an option to limit the rotation of the bone
for example : Iam using it for head rotation so the head can follow(Look at) a target ,
but if the target is for example behind the player this will make the head rotate 180 degrees
Describe the feature / enhancement and how it helps to overcome the problem or limitation
the feature to add a limit to bone rotation (constraint it) so it doesn't rotate it awkwardly
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
add an option
Bone limits (x,y,z)
and Enable/Disable option for this feature
If this enhancement will not be used often, can it be worked around with a few lines of script?
I believe it will be used a lot but
there is workaround though it isn't good :
like reducing the strength (but I want the head to look at the target not just tilt his head a little,
Is there a reason why this should be core and not an add-on in the asset library?
I don't think this small feature should be in a plugin while it could be directly in godot
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