Facepunch / sbox-issues

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Transform Bone node for AnimGraph #6021

Open IMCraytex opened 3 months ago

IMCraytex commented 3 months ago

For?

S&Box, Other

What can't you do?

Modify bone locations/rotations reliably, Especially for IK bones which sadly do not work with the bone game objects.

How would you like it to work?

I think the best way for this to work is to be a node in the AnimGraph that takes a Vector and or a Rotation depending on what the user wishes. This would allow the user to have the anim graph handle bone transforms and animations within the same place. I would also like if we had an option for the transforms to be either Additive (Add on to the current transform) Or Replacement (Replace the current transform)

What have you tried?

I have tried using code to modify the bone objects but its really messy and just doesn't work for IK bones, The IK bones move but not the bones attached to them.

Additional context

I think this would be a great feature as it would help improve the experience when creating procedural animations to spice up already existing animations.

IMCraytex commented 3 months ago

Little Update, I think this would also be good to have a Transform Attachment too, Would really help alot of users, Like me for example. Coming from Unreal where I had the possibility of doing alot of what I wanted procedurally by transforming the bones instead of having to create seperate animations and it allowed me to prototype and develop much faster

IMCraytex commented 3 months ago

Just bumping this. It would be so good to have. We could even have an option in the bone child for when we turn it procedural to be an additive change. So we can move the bone but still have the animation play over it's new location. Would really love this to be a thing!