2d_skeletons.rst 8.0 KB

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  1. :article_outdated: True
  2. .. _doc_2d_skeletons:
  3. 2D skeletons
  4. ============
  5. Introduction
  6. ------------
  7. When working with 3D, skeletal deforms are common for characters and creatures
  8. and most 3D modeling applications support it. For 2D, as this function is not
  9. used as often, it's difficult to find mainstream software aimed for this.
  10. One option is to create animations in third-party software such as Spine or
  11. Dragonbones. From Godot 3.1 onwards, though, this functionality is supported
  12. built-in.
  13. Why would you want to do skeletal animations directly in Godot? The answer is
  14. that there are many advantages to it:
  15. * Better integration with the engine, so less hassle importing and editing from
  16. an external tool.
  17. * Ability to control particle systems, shaders, sounds, call scripts, colors,
  18. transparency, etc. in animations.
  19. * The built-in skeletal system in Godot is very efficient and designed for
  20. performance.
  21. The following tutorial will, then, explain 2D skeletal deformations.
  22. Setup
  23. -----
  24. .. seealso::
  25. Before starting, we recommend you to go through the
  26. :ref:`doc_cutout_animation` tutorial to gain a general understanding of
  27. animating within Godot.
  28. For this tutorial, we will be using a single image to construct our character.
  29. Download it from :download:`gBot_pieces.png <img/gBot_pieces.png>` or save the
  30. image below.
  31. .. image:: img/gBot_pieces.png
  32. It is also advised to download the final character image
  33. :download:`gBot_complete.png <img/gBot_complete.png>` to have a good reference
  34. for putting the different pieces together.
  35. .. image:: img/gBot_complete.png
  36. Creating the polygons
  37. ---------------------
  38. Create a new scene for your model (if it's going to be an animated character,
  39. you may want to use a ``CharacterBody2D``). For ease of use, an empty 2D node is
  40. created as a root for the polygons.
  41. Begin with a ``Polygon2D`` node. There is no need to place it anywhere in the
  42. scene for now, so simply create it like this:
  43. .. image:: img/skel2d1.png
  44. Select it and assign the texture with the character pieces you have downloaded
  45. before:
  46. .. image:: img/skel2d2.png
  47. Drawing a polygon directly is not advised. Instead, open the "UV" dialog for the
  48. polygon:
  49. .. image:: img/skel2d3.png
  50. Head over to the *Points* mode, select the pencil and draw a polygon around the
  51. desired piece:
  52. .. image:: img/skel2d4.png
  53. Duplicate the polygon node and give it a proper name. Then, enter the "UV"
  54. dialog again and replace the old polygon with another one in the new desired
  55. piece.
  56. When you duplicate nodes and the next piece has a similar shape, you can edit
  57. the previous polygon instead of drawing a new one.
  58. After moving the polygon, remember to update the UV by selecting
  59. **Edit > Copy Polygon to UV** in the Polygon 2D UV Editor.
  60. .. image:: img/skel2d5.png
  61. Keep doing this until you mapped all pieces.
  62. .. image:: img/skel2d6.png
  63. You will notice that pieces for nodes appear in the same layout as they do in
  64. the original texture. This is because by default, when you draw a polygon, the
  65. UV and points are the same.
  66. Rearrange the pieces and build the character. This should be pretty quick. There
  67. is no need to change pivots, so don't bother making sure rotation pivots for
  68. each piece are right; you can leave them be for now.
  69. .. image:: img/skel2d7.png
  70. Ah, the visual order of the pieces is not correct yet, as some are covering
  71. wrong pieces. Rearrange the order of the nodes to fix this:
  72. .. image:: img/skel2d8.png
  73. And there you go! It was definitely much easier than in the cutout tutorial.
  74. Creating the skeleton
  75. ---------------------
  76. Create a ``Skeleton2D`` node as a child of the root node. This will be the base
  77. of our skeleton:
  78. .. image:: img/skel2d9.png
  79. Create a ``Bone2D`` node as a child of the skeleton. Put it on the hip (usually
  80. skeletons start here). The bone will be pointing to the right, but you can
  81. ignore this for now.
  82. .. image:: img/skel2d10.png
  83. Keep creating bones in hierarchy and naming them accordingly.
  84. .. image:: img/skel2d11.png
  85. At the end of this chain, there will be a *jaw* node. It is, again, very short
  86. and pointing to the right. This is normal for bones without children. The length
  87. of *tip* bones can be changed with a property in the inspector:
  88. .. image:: img/skel2d12.png
  89. In this case, we don't need to rotate the bone (coincidentally the jaw points
  90. right in the sprite), but in case you need to, feel free to do it. Again, this
  91. is only really needed for tip bones as nodes with children don't usually need a
  92. length or a specific rotation.
  93. Keep going and build the whole skeleton:
  94. .. image:: img/skel2d13.png
  95. You will notice that all bones raise a warning about a missing rest pose. A rest
  96. pose is the default pose for a skeleton, you can come back to it anytime you want
  97. (which is very handy for animating). To set one click on the *skeleton* node in
  98. the scene tree, then click on the ``Skeleton2D`` button in the toolbar, and select
  99. ``Overwrite Rest Pose`` from the dropdown menu.
  100. .. image:: img/skel2d14.webp
  101. The warnings will go away. If you modify the skeleton (add/remove bones) you
  102. will need to set the rest pose again.
  103. Deforming the polygons
  104. ----------------------
  105. Select the previously created polygons and assign the skeleton node to their
  106. ``Skeleton`` property. This will ensure that they can eventually be deformed by
  107. it.
  108. .. image:: img/skel2d15.png
  109. Click the property highlighted above and select the skeleton node:
  110. .. image:: img/skel2d16.png
  111. Again, open the UV editor for the polygon and go to the *Bones* section.
  112. .. image:: img/skel2d17.png
  113. You will not be able to paint weights yet. For this you need to synchronize the
  114. list of bones from the skeleton with the polygon. This step is done only once
  115. and manually (unless you modify the skeleton by adding/removing/renaming bones).
  116. It ensures that your rigging information is kept in the polygon, even if a
  117. skeleton node is accidentally lost or the skeleton modified. Push the "Sync
  118. Bones to Polygon" button to sync the list.
  119. .. image:: img/skel2d18.png
  120. The list of bones will automatically appear. By default, your polygon has no
  121. weight assigned to any of them. Select the bones you want to assign weight to
  122. and paint them:
  123. .. image:: img/skel2d19.png
  124. Points in white have a full weight assigned, while points in black are not
  125. influenced by the bone. If the same point is painted white for multiple bones,
  126. the influence will be distributed amongst them (so usually there is not that
  127. much need to use shades in-between unless you want to polish the bending
  128. effect).
  129. .. image:: img/skel2d20.gif
  130. After painting the weights, animating the bones (NOT the polygons!) will have
  131. the desired effect of modifying and bending the polygons accordingly. As you
  132. only need to animate bones in this approach, work becomes much easier!
  133. But it's not all roses. Trying to animate bones that bend the polygon will often
  134. yield unexpected results:
  135. .. image:: img/skel2d21.gif
  136. This happens because Godot generates internal triangles that connect the points
  137. when drawing the polygon. They don't always bend the way you would expect. To
  138. solve this, you need to set hints in the geometry to clarify how you expect it
  139. to deform.
  140. Internal vertices
  141. -----------------
  142. Open the UV menu for each bone again and go to the *Points* section. Add some
  143. internal vertices in the regions where you expect the geometry to bend:
  144. .. image:: img/skel2d22.png
  145. Now, go to the *Polygon* section and redraw your own polygons with more detail.
  146. Imagine that, as your polygons bend, you need to make sure they deform the least
  147. possible, so experiment a bit to find the right setup.
  148. .. image:: img/skel2d23.png
  149. Once you start drawing, the original polygon will disappear and you will be free
  150. to create your own:
  151. .. image:: img/skel2d24.png
  152. This amount of detail is usually fine, though you may want to have more
  153. fine-grained control over where triangles go. Experiment by yourself until you
  154. get the results you like.
  155. **Note:** Don't forget that your newly added internal vertices also need weight
  156. painting! Go to the *Bones* section again to assign them to the right bones.
  157. Once you are all set, you will get much better results:
  158. .. image:: img/skel2d25.gif