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(1 edit) (+1)

Thanks! I'll give the new version a shot sometime soon. I'm currently integrating Twisted IK into a prototype I'm working on so I'll let you know if I find anything else as I go. It's really been great so far, coming from the inconsistencies in Godot's vanilla IK across the last few updates.

The only other thing I've tweaked is adding a `use_target_up` option to the look at modifier. I have a first person arm rig parented to my camera and the hard coded up direction was making my bones twist around when I put my hands in the air. Here's the snippet:

Vector3 up_dir = Vector3.Up;
if (use_target_up) {     up_dir = target_node.GlobalTransform.basis.y; } twisted_bone.LookAt(target_node.GlobalTransform.origin, up_dir);

Awesome! If you find any issues or have any suggestions, please do not hesitate to let me know!

For the bones twisting, the latest update might fix this as well, as now it uses the bone's initial/resting forward position, rather than a hard-coded Vector3.UP. That said, I'm not totally sure that will fix it. I'll try to see if I can get a test rig hooked up and will test it. If it doesn't fix the issue, I certainly don't mind adding a "use_target_up" option if it would help.

Thanks again!