Congrats to #GodotEngine on the 4.6 release!
This is a couple months old by now, but here's an experiment with a few of the new IK nodes in this release. This lets Ness's feet adapt to the surface more naturally with a much easier and faster implementation!
#Godot 4.6 is out, and all about your flow!
This release puts your workflow first with a new theme, flexible docks, and dozens of UX improvements. Default Jolt Physics, revamped IK, better reflections, and more.
Less wrestling with UI. More making games.
https://t.co/BU1KhuqIVt
@Jade_shitpost I can't be sure what you mean by “as of right now,” but the new IK is implemented in 4.6. Then, it can be used in more use cases than the old SkeletonIK3D when combined with other SkeletonModifiers
"IK" has both broad/narrow contexts. The IK implemented here is narrow so it's minimal as shown in the article, but it was designed to achieve a purpose by other modifiers. What you should infer from is, sending strategic small PRs can be a shortcut to achieving a big goal #Godot
Inverse Kinematics returns to Godot 4.6! 🕺
After a long wait, IK is back with significant improvements. Tokage breaks down the new implementation:
https://t.co/ItQ0M6WExX
I added an option to key the results of the SkeletonModifier. So I believe most of what I had to do as member of the AnimationTeam's who decided to deprecate the old IK when updating to 4.0 from 3.x is probably completed now... https://t.co/YYMCmHR9Xv #Godot#GodotEngine