Im trying to get my head around all the functions of the bones systems, but I cant figure out this.... The SkeletonModification2DJiggle modifier in the Skeleton2D node, lists 'Use Colliders' as a checkbox, as part of the collision system (?), adding the collision mask section to the inspector.

How do you use this? I cant get anything to collide with anything at the moment!!
I would have thought that just turning this on would start using collisions with rigid/static etc bodies. Before you ask, everythings using the same collision layer πŸ™‚

The docs have no reference on how to use....
Any ideas?

It uses raycasts to detect if (when the jiggle bone is moving) it will hit a physics object. If it does, it reduces or stops the collision. It will not detect if a physics object hits it though nor react to moving physics objects hitting/pushing it. It is purely for detecting if it will hit something while moving.

At least, that is what is supposed to happen. It is possible that in the 2+ years of Godot 4.0 development something broke how it was supposed to work.
(Disclaimer: I wrote the IK stuff in Google Summer of Code 2020 for Godot 4.0)

    TwistedTwigleg

    aaaAAAAaaah! That makes sense. I literally just watched your youtube video on the google summer of code for clues, but as its 2 years back thought things may have changed! (and that it was just a plugin for G3.x!)

    Would be nice if theres some 2 way interaction, but just adding a static body or two will do for now, I can always just animate the target on a signal from a collision!
    In that case, is there a way for objects to interact with (any)bone based objects, or is godot just not there yet?

    Im not getting much luck figuring out how to use the physicalbones2D either πŸ™

      BingBong In that case, is there a way for objects to interact with (any)bone based objects, or is godot just not there yet?

      Unfortunately, not that I know of. There was plans at one point to overhaul/redo the physics bones to allow better/easier control, but alas it was put aside and never got implemented last I knew.

      BingBong Im not getting much luck figuring out how to use the physicalbones2D either πŸ™

      Unfortunately, I don’t remember how physicalbones2D works anymore. I want to say it tries to map a RigidBody2D to a Bone2D, but with all the physics changes and improvements, I am not sure if it’s been changed.