Version 2.5.0 released!


Hey everyone! It's been awhile since the latest version, but I'm happy to announce that Twisted IK 2 version 2.5.0 has just been released! There is a number of new additions and fixes in this release, so let's dig right in.

New IK modifiers: Twisted_ModifierVelvet2D and Twisted_ModifierVelvet3D

These new modifiers are not IK per-say, but rather simple physics calculations to add procedural, secondary animation to your characters. Similar to the Jiggle modifier, these modifiers use a simplified physics system to move a bunch of bones in a natural way. The difference with the Velvet modifier is that it does not act like a spring, instead giving a more swaying-like motion than spring-like. This makes it suitable for a number of secondary animation where using a Jiggle modifier might not be as easy or the result as pleasant looking. If you are interested, you can read more about Velvet integration on this Wikipedia page.

Here's an example of the Velvet modifier being used in 3D:


And here's an example of the Velvet modifier being used in 2D:
 

This new modifier is available in both 2D and 3D. In 3D, it can optionally follow bone animation/movement, rather than needing a target node, making it easier to setup and use. Both of these GIF examples make the motion kinda hard to see, so I would highly encourage downloading the plugin and giving it a try if interested. The development example project has been updated with new example scenes showing this modifier off: 3D_Test_Scene_15, 3D_Test_Scene_16, and 2D_Test_Scene_13.

This modifier is still a work in progress though, so there may be a few bugs. Additionally, it may change a touch in future versions as things get tweaked and improved.

Bug fixes

There are several bug fixes in this release as well.

An issue fixed in this release is where the joint count would suddenly become 0 when rebuilding a C# project should now be fixed. Now it should correctly retain the joint count, leading to no loss of data. Huge thanks to vinnicci for letting me know about this bug and helping contribute a fix!

Another issue fixed is a problem with the Twisted Skeleton3D node, where it wouldn't always stay fully in sync with the Skeleton3D node. This has now been fixed, no longer relying on the _notification function and instead just setting it's position in _process. While this is slightly more CPU heavy, it comes with the guarantee that the position will be correct, which is something using _notification did not have.

Godot Version Requirement

Twisted IK 2 development has moved to Godot 3.3, and now will require Godot 3.3 or higher moving forward. This is because the code now uses some optimizations with bone transforms that are only possible in Godot 3.3.

If for some reason you need the plugin to work with Godot 3.2, please reach out via the forums here on Itch.IO or on Twitter and we can work something out.

Thanks

That's all for this release! As always, please feel free to leave any feedback, suggestions, or anything else you might have and I will do my best to get back as soon as possible. Thanks for your support!

Also, if you are looking to get Twisted IK 2 for commercial support, Twisted IK 2 will be participating in the Itch.IO summer sale on June 22nd! It will be 25% off, so be sure to grab it on sale if you are interested.

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