2d_skeletons.rst 8.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238
  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. This functionality is also supported built-in.
  12. Why would you want to do skeletal animations directly in Godot? The answer is
  13. that there are many advantages to it:
  14. * Better integration with the engine, so less hassle importing and editing from
  15. an external tool.
  16. * Ability to control particle systems, shaders, sounds, call scripts, colors,
  17. transparency, etc. in animations.
  18. * The built-in skeletal system in Godot is very efficient and designed for
  19. performance.
  20. The following tutorial will, then, explain 2D skeletal deformations.
  21. Setup
  22. -----
  23. .. seealso::
  24. Before starting, we recommend you to go through the
  25. :ref:`doc_cutout_animation` tutorial to gain a general understanding of
  26. animating within Godot.
  27. For this tutorial, we will be using a single image to construct our character.
  28. Download it from :download:`gBot_pieces.png <img/gBot_pieces.png>` or save the
  29. image below.
  30. .. image:: img/gBot_pieces.png
  31. It is also advised to download the final character image
  32. :download:`gBot_complete.png <img/gBot_complete.png>` to have a good reference
  33. for putting the different pieces together.
  34. .. image:: img/gBot_complete.png
  35. Creating the polygons
  36. ---------------------
  37. Create a new scene for your model (if it's going to be an animated character,
  38. you may want to use a ``CharacterBody2D``). For ease of use, an empty 2D node is
  39. created as a root for the polygons.
  40. Begin with a ``Polygon2D`` node. There is no need to place it anywhere in the
  41. scene for now, so simply create it like this:
  42. .. image:: img/skel2d1.png
  43. Select it and assign the texture with the character pieces you have downloaded
  44. before:
  45. .. image:: img/skel2d2.png
  46. Drawing a polygon directly is not advised. Instead, open the "UV" dialog for the
  47. polygon:
  48. .. image:: img/skel2d3.png
  49. Head over to the *Points* mode, select the pencil and draw a polygon around the
  50. desired piece:
  51. .. image:: img/skel2d4.png
  52. Duplicate the polygon node and give it a proper name. Then, enter the "UV"
  53. dialog again and replace the old polygon with another one in the new desired
  54. piece.
  55. When you duplicate nodes and the next piece has a similar shape, you can edit
  56. the previous polygon instead of drawing a new one.
  57. After moving the polygon, remember to update the UV by selecting
  58. **Edit > Copy Polygon to UV** in the Polygon 2D UV Editor.
  59. .. image:: img/skel2d5.png
  60. Keep doing this until you mapped all pieces.
  61. .. image:: img/skel2d6.png
  62. You will notice that pieces for nodes appear in the same layout as they do in
  63. the original texture. This is because by default, when you draw a polygon, the
  64. UV and points are the same.
  65. Rearrange the pieces and build the character. This should be pretty quick. There
  66. is no need to change pivots, so don't bother making sure rotation pivots for
  67. each piece are right; you can leave them be for now.
  68. .. image:: img/skel2d7.png
  69. Ah, the visual order of the pieces is not correct yet, as some are covering
  70. wrong pieces. Rearrange the order of the nodes to fix this:
  71. .. image:: img/skel2d8.png
  72. And there you go! It was definitely much easier than in the cutout tutorial.
  73. Creating the skeleton
  74. ---------------------
  75. Create a ``Skeleton2D`` node as a child of the root node. This will be the base
  76. of our skeleton:
  77. .. image:: img/skel2d9.png
  78. Create a ``Bone2D`` node as a child of the skeleton. Put it on the hip (usually
  79. skeletons start here). The bone will be pointing to the right, but you can
  80. ignore this for now.
  81. .. image:: img/skel2d10.png
  82. Keep creating bones in hierarchy and naming them accordingly.
  83. .. image:: img/skel2d11.png
  84. At the end of this chain, there will be a *jaw* node. It is, again, very short
  85. and pointing to the right. This is normal for bones without children. The length
  86. of *tip* bones can be changed with a property in the inspector:
  87. .. image:: img/skel2d12.png
  88. In this case, we don't need to rotate the bone (coincidentally the jaw points
  89. right in the sprite), but in case you need to, feel free to do it. Again, this
  90. is only really needed for tip bones as nodes with children don't usually need a
  91. length or a specific rotation.
  92. Keep going and build the whole skeleton:
  93. .. image:: img/skel2d13.png
  94. You will notice that all bones raise a warning about a missing rest pose. A rest
  95. pose is the default pose for a skeleton, you can come back to it anytime you want
  96. (which is very handy for animating). To set one click on the *skeleton* node in
  97. the scene tree, then click on the ``Skeleton2D`` button in the toolbar, and select
  98. ``Overwrite Rest Pose`` from the dropdown menu.
  99. .. image:: img/skel2d14.webp
  100. The warnings will go away. If you modify the skeleton (add/remove bones) you
  101. will need to set the rest pose again.
  102. Deforming the polygons
  103. ----------------------
  104. Select the previously created polygons and assign the skeleton node to their
  105. ``Skeleton`` property. This will ensure that they can eventually be deformed by
  106. it.
  107. .. image:: img/skel2d15.png
  108. Click the property highlighted above and select the skeleton node:
  109. .. image:: img/skel2d16.png
  110. Again, open the UV editor for the polygon and go to the *Bones* section.
  111. .. image:: img/skel2d17.png
  112. You will not be able to paint weights yet. For this you need to synchronize the
  113. list of bones from the skeleton with the polygon. This step is done only once
  114. and manually (unless you modify the skeleton by adding/removing/renaming bones).
  115. It ensures that your rigging information is kept in the polygon, even if a
  116. skeleton node is accidentally lost or the skeleton modified. Push the "Sync
  117. Bones to Polygon" button to sync the list.
  118. .. image:: img/skel2d18.png
  119. The list of bones will automatically appear. By default, your polygon has no
  120. weight assigned to any of them. Select the bones you want to assign weight to
  121. and paint them:
  122. .. image:: img/skel2d19.png
  123. Points in white have a full weight assigned, while points in black are not
  124. influenced by the bone. If the same point is painted white for multiple bones,
  125. the influence will be distributed amongst them (so usually there is not that
  126. much need to use shades in-between unless you want to polish the bending
  127. effect).
  128. .. image:: img/skel2d20.gif
  129. After painting the weights, animating the bones (NOT the polygons!) will have
  130. the desired effect of modifying and bending the polygons accordingly. As you
  131. only need to animate bones in this approach, work becomes much easier!
  132. But it's not all roses. Trying to animate bones that bend the polygon will often
  133. yield unexpected results:
  134. .. image:: img/skel2d21.gif
  135. This happens because Godot generates internal triangles that connect the points
  136. when drawing the polygon. They don't always bend the way you would expect. To
  137. solve this, you need to set hints in the geometry to clarify how you expect it
  138. to deform.
  139. Internal vertices
  140. -----------------
  141. Open the UV menu for each bone again and go to the *Points* section. Add some
  142. internal vertices in the regions where you expect the geometry to bend:
  143. .. image:: img/skel2d22.png
  144. Now, go to the *Polygon* section and redraw your own polygons with more detail.
  145. Imagine that, as your polygons bend, you need to make sure they deform the least
  146. possible, so experiment a bit to find the right setup.
  147. .. image:: img/skel2d23.png
  148. Once you start drawing, the original polygon will disappear and you will be free
  149. to create your own:
  150. .. image:: img/skel2d24.png
  151. This amount of detail is usually fine, though you may want to have more
  152. fine-grained control over where triangles go. Experiment by yourself until you
  153. get the results you like.
  154. **Note:** Don't forget that your newly added internal vertices also need weight
  155. painting! Go to the *Bones* section again to assign them to the right bones.
  156. Once you are all set, you will get much better results:
  157. .. image:: img/skel2d25.gif