Poseable Mannequin Basics?

Godot Version

Xogot

Question

I’m working on a project for which I need to be able to pose a character/mannequin “in game”, in the style of some apps for artists’ reference you may be familiar with. I have no problem creating or rigging a model, but I’m finding myself unable to parse the (rather limited) resources I can find on animating a skeletal mesh. Specifically, I’m seeing a lot of tutorials on how to set up an animation to play, but my goal is not to create pre-made animations, it is to let the player pose the character themself, in-game… for example, select the elbow joint and choose how far to bend the elbow, that sort of thing.

It’s possible I’m just completely overthinking this and missing the obvious, but what would be involved in setting it up so that a given player input rotated or even scaled a bone?

You can change the pose of a bone in a Skeleton3D by using the multiple functions that modify a bone pose like Skeleton3D.set_bone_global_pose(), Skeleton3D.set_bone_pose(), Skeleton3D.set_bone_pose_position(),…

If you need to modify the pose on top of an animation then you’ll need to implement it in a SkeletonModifier3D More info here Design of the Skeleton Modifier 3D – Godot Engine

1 Like

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.