Closed petterthowsen closed 1 year ago
Cool, thanks! The overall changes seem good. The biggest problem is that Skeleton.set_bone_custom_pose
doesn't exist anymore. So to use Skeleton3D.set_bone_global_pose_override
is actually a good solution. But for this to work, the pose calculation needs to be different.
I'll look into it.
I cherry-picked your commit onto the master branch and refactored a lot of other things. There are some small breaking changes (renamed some properties). Otherwise it now works in Godot 4.0.
Sweet! I'll be sure to take a look soon :)
On Sat, Apr 22, 2023, 14:24 Simon Schoenenberger @.***> wrote:
I cherry-picked your commit onto the master branch and refactored a lot of other things. There are some small breaking changes (renamed some properties). Otherwise it now works in Godot 4.0.
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I made a fork to try and convert it to 4.0, but I couldn't get it to work. Feel free to check it out - maybe it's a small fix: https://github.com/petterthowsen/wigglebone-4.0