Ranoller / gddragonbones

Plugin module for Godot 2.1 & Godot 3 Game Engine to use DragonBones
MIT License
39 stars 6 forks source link

Imported dragonbone files rotating around the wrong axis #2

Open revanj opened 4 years ago

revanj commented 4 years ago

Hi there, thanks so much for keeping this module updated. The problem is that, after importing, the body parts of the rig-doll just went all over the place (sorry for the rather... curious wording). However, the same file works properly in Unity. I think you can see the problem more clearly by clicking the link. Two pictures, one in Unity, one in godot. I'm building with godot 3.22 RC. I wonder what I did wrong? image

revanj commented 4 years ago

With further investigation I realized that all the Transform.global and Transform.offset are zeros. Is that relevant?

k4y4k commented 4 years ago

(Psst! Check your link!)

revanj commented 4 years ago

(Psst! Check your link!)

I updated the image. I didn't know we can directly upload image within github issues, sry. Also, no, that all zero I mentioned some time ago was completely normal.

Ranoller commented 4 years ago

I´m not using anymore this plugin, however, if you upload a dragonbones project "exported" that cause this bug i will test... Remember that recomended export is behind DragonBones 5.6. If you can export with DragonBones 4.95 better. I can´t export or save with DragonBones 5.6 because the aplication doesn´t want to let me login.

I do not recommend to still use this plugin, not because the plugin itself, because the DragonBones aplication, this aplication delete old instalations with actualize, requires login to save.... and doesn´t allow to register. It is becoming to "obscure" to be a freeware, and it is becoming "abandonware" and i´m losing confidence in that, I don't dare to install new versions, i don´t like aplications that play with my disk without my permission.

Use Spine instead or try to emulate by Godot bone and mesh system.

If DragonBones were open source, i didn´t care to try to actualize this plugin forever, but if i will not use and can´t test new versions because the aplication doesn´t let me export, it make not sense to continue with that...

...however, i will accept all pull request and anyone can fork this. To work with godot 3.2 + or godot 4 fork this fork, and to work with godot 2.1 or godot 3 fork the original.

k4y4k commented 4 years ago

If DragonBones were open source, i didn´t care to try to actualize this plugin forever, but if i will not use and can´t test new versions because the aplication doesn´t let me export, it make not sense to continue with that...

I don't have DragonBones installed, but I use exports from the COA Tools plugin for Blender (specifically the blender28 branch). So far I haven't done too much testing with it - I managed to compile Godot with this module only last night - but I just wanted to let you know that exporting from DragonBones isn't the only way to get a DragonBones project.

Ranoller commented 4 years ago

Maybe maintain compatibility with COA Tools can be worth it. I will give that a try.