Is it possible to apply gravity to the "skeleton 2d" node?
I mean, is it possible to give this node a physical state using "GDScript" and "and physical functions"?
Thank you if you guide me.
Is it possible to apply gravity to the "skeleton 2d" node?
I mean, is it possible to give this node a physical state using "GDScript" and "and physical functions"?
Thank you if you guide me.
What effect are you trying to achieve? Is there an example of it?
My goal is to design a mechanical character that interacts with its surroundings.
Is it possible to produce such a work?
I almost came to the conclusion that using the "skeleton2d" node to produce such an effect might not be appropriate? is it correct?
However, I'm still trying to get some guidance and get to the original answer.
There are two things that I can think of that you might be meaning. One is Inverse-Kinematics, i.e. the character's limbs are moved by collisions such as walking up and down slopes, stairs, pushing against a wall, etc. I haven't done that myself in Godot yet, but it seems like it is straightforward.
The second thing you could be meaning is Active Ragdolling, where each limb is skinned to a jointed RigidBody which is then coerced into following the animated transform of the Skeleton's bone. Again, I haven't implemented this in Godot, and I can't find anyone who has in 2D but there do seem to be examples in 3D
These techniques can actually both be used together on the same character, but it's important to understand that they are completely distinct. Inverse-Kinematics uses the physics simulation to inform and change the animation of the skeleton. Active Ragdolling uses the skeleton as a target for its RigidBody simulations which it uses in place of the normal skeleton for controlling the skinned mesh.
Edit: Something that makes Inverse Kinematics (IK) easier to understand is that regular skeletal animation is done with Forward Kinematics (FK). In FK, the root bone affects the shoulder bone affects the upper arm bone affects the lower arm bone affects the hand, etc. In IK, the hand is adjusted by physics, and that adjustment affects the lower arm affects the upper arm affects the shoulder. Usually the root is left unaffected by IK.