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Kevin Iglesias

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A member registered Oct 03, 2018 · View creator page →

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Using ufbx I managed to play the animations as shown here: https://www.keviniglesias.com/videos/GodotAnimationTest.mp4

It seems that Godot is not detecting the full skeleton from the main model (the root bone, B-root, is left out of the skeleton). However, you can work around this by using the skeleton from the animation. Simply drag the mesh to the animation node and assign it the fully detected skeleton from the animation.

Thank you! Yes, the Mega Animations Pack will be updated using the same rig, right now I'm updating one by one each animation asset, currently working on Villager Animations.

I'm currently working on upgrading the Mega Animations Pack. The current version uses older animation files that aren't fully optimized. I'm improving and upgrading these animations, and once the new version is ready, it will be available here as well. Thank you for your comment!

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Hi everyone,

I’ve been working on Treasure Chest Animations that can work with different sized chests and other types of containers. You can test them with the these chests I've made using the same adaptable rig, each chest has its parts in different positions but the animations still fit perfectly.

I wanted these to be more useful, so I created a tool (Auto Rig Chest) that can create or transform existing chests models and make them usable with this flexible rig and animations.

Currently, the tool works exclusively within the Unity Editor. But, models rigged using the tool can easily be exported as FBX files for use in other game engines.

You can watch some examples here:

If you’d like to learn more about how the tool works, check out the Auto Rig Chest Documentation.

The tool is included with the Treasure Chest Animations, and I’m looking for feedback from the community to refine it further.

Looking forward to hearing your thoughts or answering any questions you might have.