Godot: 2D Inverse Kinematics only work with the "Make Custom Bones" tool, not Bone2D nodes

Created on 1 Feb 2019  路  3Comments  路  Source: godotengine/godot

"Make IK Chain" doesn't work with Bone2D nodes. Even if you have a chain of Bone2Ds, you must first select them, go to the bones menu in the toolbar and click "Make Custom Bones From Nodes".

Instead, I would expect to:

  1. Select a chain of Bone2D nodes
  2. Open the bones menu in the toolbar, click "Make IK chain"

And get an IK chain.

enhancement editor usability

Most helpful comment

IMO, this is a bug. You _can_ "Make IK Chain" with Bone2D nodes -- and they visually show the chain was created, with the root being yellow. It simply doesn't work. Dang, I just wasted a bunch of time thinking I had done something wrong. Glad I checked here.

All 3 comments

It's either not documented enough or the feature is really missing. Having to use either the tool or the nodes in a different manner for different purposes is confusing.

The feature is documented, it's just that's how it worked since Godot 2 and it's not been unified with the changes in the anim tools in Godot 3.1 yet

IMO, this is a bug. You _can_ "Make IK Chain" with Bone2D nodes -- and they visually show the chain was created, with the root being yellow. It simply doesn't work. Dang, I just wasted a bunch of time thinking I had done something wrong. Glad I checked here.

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