
Publisher
thiagola92
BoneIK
Inverse Kinematic addon for Godot.
This plugin has been mirrored from the Godot Asset Library.
The plugin author is in no way affiliated with Gadget.
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BoneIK
Inverse Kinematic addon for Godot.
Here is a short video (without sound) showing how to use 3 of the inverse kinematics.
Main differences between Godot IK and this addon are:
- There is no Node like Skeleton2D to handle all bones.
- Why? I don't know... My plan is to wait the "need" for it.
- Inverse kinematics are not Resource, there is a Node for each IK.
Installation
- Download latest release
- Extract
addonsdirectory from ZIP - Move
addonsdirectory to your project directory- If your project already have an
addonsdirectory, copyaddons/bone_ikto your projectaddons
- If your project already have an
- Open Godot project
- Go to
Project > Project Settings... > Plugins- You should be seeing BoneIk plugin there, otherwise something was done wrong
- Check
Enablein BoneIK plugin - Restart Godot
Good and Bad
Good:
- Scaling only one of the axis negatively works
Bad:
- Probably slower than Godot IK
- Written in GDScript
- Create Polygon2D to represent bone shapes
- Only contains logic of
- No integration with Godot default nodes
- Can't add skeleton to Polygon2D.skeleton
Why
(11-dez-2023) After a long time reading Godot inverse kinematic and trying to fix (#83397, #83330, #81544, #81051, #81048), I started questioning myself if my changes were correct (comment).
So I started rewriting in GDScript to get a better knowledge of the logic! The difference is that I'm copying logic that makes sense to me and removing anything that I don't understand why exists (and writing my own logic).
This could be a bad decision, but rewriting will give me a better idea of the problems and solutions that others had.
Credits
- Godot.
- TwistedTwigleg for writing IK for Godot.
- Alan Zucconi for explaining Two Bones IK.
- Ryan Jucket for explaining CCDIK.
- Sean for explaining FABRIK.