Bones in wrong position in polygon editor, after re-parent a bone node in sekeleton2d / polygon2d stuff

Godot Version

4.4.1

Question

First of all I’m new using Godot, so could be that I asked somethig pretty obvious for the community… if so I’m sorry

I have reached this situation:

I have followed the instructions of the manual in the web site for animations / 2D skeletons:

I could make it work, but when I started to play with animation I realized that I hace added extra bones (1 extra for each leg and arm). Therefore, I started trying to correct the problem. He had arranged the hierarchy of bones in the following way:

  • hip_left
    • leg_left
      • calf_left
        • foot_left

Yes!!, I have “invented” hip_left bone because I did not realized how to move de bones in 2D main editor :face_with_spiral_eyes: … BTW this would be good to be explained better in the manual :grimacing:

So I updated the nodes hierarchy to set the leg_left node as a child of the main hip node, here is a scrrenshot of how I setted:

Then, when I want to paint the points in polygon editor I saw that the bones a placed in wrong position:

here is the project in GitLab web site:

Am I doing something wrong ?? I have searched for several similar cases in the forum, on StackOverflow and on Reddit, but the solutions expressed there did not work for me.

Anyone is having a similar problem ? any ideas ?

Thanks anyway !!
Sebastian

Well, I have found some way to solve it: is necessary to “Ovewrite Rest Pose” (selecting the skeleton node) to set bones into the polygon editor in a similar position than the main 2D editor. Doing that I solved the problem:

But arise another one, I did not found a way to delete the association between main polygon points and bones, so must delete the UV points, and polygon points.

After having done that, I had to redraw the polygons and associate their points to each bone again.

So, meanwhile this problems continue to occur, would be wise to carefuly think the bones structure before work with polygons.

Despite that I have found a solution, I leave the post open, with the hope that anyone found a better solution…