You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I understand that CollisionShape/CollisionPolygon nodes are being reworked for 3.0, so I wanted to add this request to the mix:
As far as I know, there is no direct way to attach a CollisionShape/CollisionPolygon etc. to a bone, since collision shapes have to be a direct child of a body to work (and of course they are editor-only helper nodes). For complex rigs, animating collision shapes can be a lot of work. So if there was a possibility to somehow tie the movement of a collision shape to a bone, it would become a lot easier to set up skeletal animations with collision shapes.
That could be achieved like suggested in issue #2174, or by a node that works similar to the "joint" nodes (where you assign "Node A" and "Node B").
I guess something like this can already be done with scripting to a certain degree, by accessing the collision shapes of a body and messing with their transform. But an easy, direct solution for the editor would be great.
The text was updated successfully, but these errors were encountered:
ProbDenis
changed the title
Suggestion: Attaching CollisionShapes to a bones
Suggestion: Attaching CollisionShapes to bones
Apr 8, 2017
I understand that CollisionShape/CollisionPolygon nodes are being reworked for 3.0, so I wanted to add this request to the mix:
As far as I know, there is no direct way to attach a CollisionShape/CollisionPolygon etc. to a bone, since collision shapes have to be a direct child of a body to work (and of course they are editor-only helper nodes). For complex rigs, animating collision shapes can be a lot of work. So if there was a possibility to somehow tie the movement of a collision shape to a bone, it would become a lot easier to set up skeletal animations with collision shapes.
That could be achieved like suggested in issue #2174, or by a node that works similar to the "joint" nodes (where you assign "Node A" and "Node B").
I guess something like this can already be done with scripting to a certain degree, by accessing the collision shapes of a body and messing with their transform. But an easy, direct solution for the editor would be great.
The text was updated successfully, but these errors were encountered: