Closed Damnae closed 1 year ago
Thank you for the comment, I'll check it, as I remember this being functional, you tried it with 4.0.2?
Yes
Could you write your system's specs? This project is working fine on my end (No model tilt, works as tool, fix for line 68 does work tho). Also the editor jiggle direction is a wontfix. It's not worth it to try and workaround this
The problem will show when you add a new jigglebone. Because everything is initialized in _ready, it won't initialize bone id variables. Once you type the actual bone name, they stay at 0 and will move one of the root bone. As it is you have to set the bone name and restart the whole editor to make it work.
I've pushed two commits to main, please test if they solve the issues you mentioned
Gravity doesn't work, it seems to be applied in the bone's local space and points in the wrong direction.Turns out gravity works, it's actually the only thing that works, but it expects blender bones default forward axis to be -Z, when it is actually +Y.It's not just gravity actually, all motion seem to be applied relative to the bone's "forward axis", even when it makes no sense for the movement.All motion that isn't gravity is applied as if the bone's forward axis is -Z, ignoring the Forward Axis option. Line 68 needs to be changed by replacingVector3(0, 0, -1)
byget_bone_forward_local()
.