detomon / wigglebone

Adds jiggle physics to bones of a Skeleton

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Chain does not seem to work correctly and is very stiff

Mikeysax opened this issue · comments

Godot version

4.2-beta2

Issue description

I've added a few wiggle bones in an attempt to make the cape move but it's very stiff and the mesh doesn't seem to follow.

Any thoughts on this? I tried a bunch of different settings without much luck.

I've tried with and without external skeleton as well and override pose

Steps to reproduce

External skeleton:

simplescreenrecorder-2023-10-22_22.06.25.mp4

image

Not external skeleton:

simplescreenrecorder-2023-10-22_22.18.45-compressed.mp4

image

It looks like the cape model isn't rigged correctly. The lower part of the mesh doesn't seems to be bound properly to the corresponding bones (only the top ones). Did you create the model? In Blender, you can assign the bone weights automatically to the mesh when parenting it to the armature, which should probably do what you want.

You're right; odd, because it was rigged correctly right before export. Thanks, I ended up fixing it