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The information in the skeleton section of the cutout animation tutorial is outdated #7517

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Ligul opened this issue Jun 14, 2023 · 4 comments
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area:manual Issues and PRs related to the Manual/Tutorials section of the documentation bug

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@Ligul
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Ligul commented Jun 14, 2023

4.0.3.stable.mono

In the tutorial, the skeleton menu is different from what I see in my editor. The key combination Ctrl+Shift+B does not correspond to "Make Bones" for me, but instead corresponds to "Make Bone2D Node(s) from Node(s)", and this leads to a different result than what is shown in the tutorial.

Screenshots of the menu:
In the tutorial
In the tutorial
In my editor
In my editor

Result screenshots:
In the tutorial
In the tutorial
In my editor
In my editor

URL of the section containing the problem on the documentation page

@Ligul Ligul added the bug label Jun 14, 2023
@Ligul
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Ligul commented Jun 14, 2023

A similar problem exists in the tutorial on 2D skeletons, but it is not critical here:

In the tutorial
In the tutorial
In my editor
In my editor

@Ligul Ligul closed this as completed Jun 14, 2023
@Ligul Ligul reopened this Jun 14, 2023
@Lagomorpheux
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I faced the same problem following the tutorial. From what I see in some tutorials (e.g. https://www.youtube.com/watch?v=AMRjtW-3T0o), apparently the way to do it would be to create a Skeleton2D node under the scene root node. However, 2D skeletons are introduced after Cutout animation. Perhaps the Cutout animation section should be removed for Godot 4?

@Lagomorpheux
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I see that the issue is more or less acknowledged under "Pages to rewrite" here: #5121, although it links to a different issue (#6388).

@Crare
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Crare commented Oct 7, 2023

I got it to working. You have to Add Skeleton2D under the root node. add Bone2D's under it as child-nodes. Each Bone2D-node can have Sprite2D-node as their child that they move with the bone. Don't add bones as childs of the sprites, they can't directly access then the Skeleton2D-node, you do get a warning. IK-chaining is setup through the Skeleton2D's Inspector settings:

  1. Set modificationStack to SkeletonModificationStack2D
  2. set enabled to true/checked.
  3. add SkeletonModification2DTwoBoneIK under the Modifications-list
  4. in the SkeletonModification2DTwoBoneIK add the target-node, which needs to be outside the Skeleton2D.
  5. in the "Joint One Bone 2d Node" add one of the bones which has child bone.
  6. add the previous bone's child bone in the "Joint Two Bone 2d Node"
  7. do the same for all the bones you want IK to effect.
  8. for head and foot ends you can use modification: "SkeletonModification2DLookAt. In which you set the bone and a target node.
  9. Add animationPlayer under the root-node for animating.
  10. set the rest pose before starting animating.

@skyace65 skyace65 added the area:manual Issues and PRs related to the Manual/Tutorials section of the documentation label Mar 16, 2024
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