Godot Version
Godot 4.2.1 stable
Question
I just want to know the skinning algorithm that godot uses, i know how skinning works or how weights affect vertices or how bone transforms relate to final position of vertices, i just want to know the skinning algorithm that, sort of, brings everything together, also im pretty sure godot doesn’t use linear blend skinning
1 Like
hi Kris,
try to read this:
Godot Version
Godot 4.2.1.stable
Question
Hello. I’m trying to add open source assets to my game. I struggle to properly animate a horse, there are glitches around the tail of the animal for example. Its as if the vertices are not associated to the right bone. See the attached picture.
How can I fix that in godot ? I looked at the Skin property of the tail MeshInstance3D, but it seem to only contain pose info (the transform of the bones if I’m not mistaken), and nothing to associate vertices a…
Godot Version
v4.2.1.stable.mono.official [b09f793f5]
Question
The value of NORMAL in the vertex function of a spatial shader has already been transformed according to rotations applied by the pose of a skeleton. In my material, I need the original, unmodified vertex normal, within the vertex shader. How can I get this value?
Godot Version
Godot 3.5.3
Question
I have a slight problem about animation, it’s quite simple really, i have two animation, one is walking, and one is attacking, now the problem is whenever i want to attack but still pressing the arrow button, the attack animation only showing the first frame until i release the arrow button, what i want is when i press the attack button, i want to game to ignore all key pressed until the animation is finished. This is my code
var velocity = Vector2.ZERO
att…
and see if this can help you… it looks like same problem as you have
system
Closed
April 16, 2025, 6:53pm
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