Fixed SkeletonIK issue in Godot IK Demo. Now the joints should not act crazy

This commit is contained in:
TwistedTwigleg
2020-02-16 11:43:21 -05:00
parent 2e681e132a
commit 1c9c754b79
3 changed files with 14 additions and 0 deletions

View File

@@ -95,6 +95,7 @@ __meta__ = {
skeleton_path = NodePath("../../../BattleBot/Armature/Skeleton")
bones_in_chain = PoolStringArray( "Left_UpperArm", "Left_LowerArm" )
bones_in_chain_lengths = PoolRealArray( 1.97, 3 )
chain_iterations = 10
limit_chain_iterations = false
use_middle_joint_target = true
@@ -204,6 +205,9 @@ This is a known bug. Please ignore the errors for now, as they do not do anythin
(They're just annoying. If you find a fix, please add it to the demo repository!)"
align = 1
valign = 1
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Label_left" type="Label" parent="Control/Panel"]
anchor_left = 1.0

View File

@@ -97,6 +97,9 @@ additional_rotation = Vector3( 0, 0, 180 )
[node name="Control" type="Control" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Panel" type="Panel" parent="Control"]
modulate = Color( 1, 1, 1, 0.784314 )

View File

@@ -71,6 +71,8 @@ material/1 = ExtResource( 7 )
process_priority = 1
root_bone = "Left_UpperArm"
tip_bone = "Left_Hand"
use_magnet = true
magnet = Vector3( 8, 6, 0 )
target_node = NodePath("../../../../Camera/targets/Target_Left")
script = ExtResource( 1 )
@@ -78,6 +80,8 @@ script = ExtResource( 1 )
process_priority = 1
root_bone = "Right_UpperArm"
tip_bone = "Right_Hand"
use_magnet = true
magnet = Vector3( -8, 6, 0 )
target_node = NodePath("../../../../Camera/targets/Target_Right")
script = ExtResource( 1 )
@@ -125,6 +129,9 @@ anchor_bottom = 1.0
margin_left = -2.0
margin_top = -70.0
margin_right = 4.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Label" type="Label" parent="Control/Panel"]
anchor_right = 1.0