Godorrors beyond my comprehension

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Fair Fight

Fair Fight

Күн бұрын

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@netyimeni169
@netyimeni169 5 ай бұрын
damn this shit is up since September 2023....
@scotmcpherson
@scotmcpherson 5 ай бұрын
This needs a bug report, please submit one
@PointDown
@PointDown 5 ай бұрын
It's a known issue, description contains the link. Sadly, as always, I found out after the time was lost).
@scotmcpherson
@scotmcpherson 5 ай бұрын
@@PointDown I just submitted two PRs for an issue several people spent several days to solve without success. I feel your pain.
@thinkinggrin165
@thinkinggrin165 5 ай бұрын
I think there are 2 things: "AnimationLibrary" "Animation" (Animationtracks) Both can be unique. By making the AnimationLibrary unique, u are not making the allrdy existing content of the AnimationLibrary unique. What u want to do is save 2 copys of each animationtracks and assign copy_1 to AnimationLibrary_1, and copy_2 to AnimationLibrary_2
@thinkinggrin165
@thinkinggrin165 5 ай бұрын
For u're goal i would suggest another EXPERIMENTAL approach derived from: "Active Ragdoll / Physics Animations in Godot 4.0": kzbin.info/www/bejne/Zn6rimWKecqAgq8 In short for your case: 1 AnimationLibrary You have 3 rigs. - 1 rig doing the lower body-animation - 1 rig doing the upper body-animation - last rig with the character-mesh copying both rigs
@PointDown
@PointDown 5 ай бұрын
The animations are unique two, they were manually clicked all before the library, and then the library itself was "for some reason". Idk actually if making library unique achieves something, isn't that just a dictionary? Anyways, I already achieved the split&save workflow you suggest via a tool script and already am editing the video on new controller evolution ^_^. I love the ragdoll video too, actually and often advise to watch it :D, but for now I think that's an overkill. For now I have a single skeleton, animations are split by bones, and we can finely adjust some bones positions with Skeleton3D methods for overriding the pose.
@Thirdteenguy
@Thirdteenguy 5 ай бұрын
You have to make the libraries unique, so the animation "make unique" works. Imo it should only require making the library unique
@PointDown
@PointDown 5 ай бұрын
The libraries are unique in the project. It isn't named, but it was imported as a library, and named library is broken also.
@xgelos
@xgelos 5 ай бұрын
​​@@PointDownSorry, I somehow missed the part where you showed the library was unique. My animations were part of the dummy I had imported, so I just saved it as a file from the animation player that was automatically made. I should probably have mentioned that I loaded the resources and made both libraries unique, after that I made the running animation unique and then the changes I made didn't affect the other, you probably have to make both running animations unique if you don't want either to affect the base animations from the library. This probably shouldn't work like this, this is just what I found in the 10 min of testing I did.
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