catprisbrey / Godot4-OpenAnimationLibraries

Ready-to-use Animation libraries to retarget to bones in Godot4
http://bonesinthewalls.bandcamp.com
238 stars 37 forks source link

OpenBot/Dog? #1

Closed Flynsarmy closed 1 year ago

Flynsarmy commented 1 year ago

Your README mentions using OpenBot/OpenDog animations and I tried googling for the source of them but only found some robotics stuff. Could you add a link to the source animations?

catprisbrey commented 1 year ago

The source of this GitHub repo/myself. The model and animations were just cobbled together in blender by me. In the open bot folder you'll see the boys and a blend file, an fbx, and a readme explaining a bit further. Not no need for a source material link since you're already at the source.

krazyjakee commented 1 year ago

This also confused me. I was looking for some new standard but it's actually being created here in this repo.

catprisbrey commented 1 year ago

Yes and no. The standard for the humanoid skeletons has been the standard used by Unreal and Unity for as long as I've been aware of, and when Godot started their new skeleton mapping based off those skeletons i decided it'd be worth making some CC0 libraries and models folks could use. The OpenDog is a very similar skeleton but placed in a canine positioning and proportion. So it should work with any remapping and not confuse the game engine.

So yes it's a standard, but not made by me, I'm just experimenting with making some free generic models, bone rigs and animations that can be bound to humanoid and canine models as used as folks like. If i get more time to make more, or other folk contribute animations on the same rig (or improve the rig) then Godot users could end up with quite a few usable libraries of animations.

Flynsarmy commented 1 year ago

Ah, maybe a slight word change is in order. Thanks for the explanation!