4.5 unstable, with PRs: 1, 2, but that shouldn’t be relevant.
Question
Though I’m a beginner to Godot, I’ve jumped right in and decided to mess with the experimental PhysicalBone2D nodes. While I have found plain ragdoll mode entertaining, I would like a way to animate it, while the physics are active.
The three relevant options I am currently aware of are:
Full ragdoll. No predetermined artistic control.
Entirely non-physical. No ragdoll physics.
Mixed. Some parts ragdoll, others not.
None of these are what I want. I want to have a physics-enabled bone attract toward a specific position, sort of like the muscles are moving it there. And I want to be able to have this follow a whole predetermined (or algorithmical, if I need to) animation.
Is this possible, with the current state of this? Or is it not yet there?
I’ve not tested it but PhysicalBone2D extends RigidBody2D so you should be able to “control” it by applying forces or impulses or by overriding the RigidBody2D._integrate_forces() function and controlling the state directly.