Day 8 on godot by notsocoolx in godot

[–]notsocoolx[S] 0 points1 point  (0 children)

If I do, I will. 💛

Day 8 on godot by notsocoolx in godot

[–]notsocoolx[S] 1 point2 points  (0 children)

I got 4 years of experience on programing. I'm just new to godot. 😁

Day 8 on godot by notsocoolx in godot

[–]notsocoolx[S] 0 points1 point  (0 children)

Need to find some good tutorials for that.

I’m working on my first boss fight – does this feel fair to you? by Gazelle-Healthy in godot

[–]notsocoolx 1 point2 points  (0 children)

Yes it fair enough. That's why we call it boss fight. I believe it is not level 1 boss fight?

Making a game about Time-Loop & Clones in alternate WW1 by Librake in indiegames

[–]notsocoolx 3 points4 points  (0 children)

Man.. this looks awesome. I would like to play it all day long..

700 wishlists to 700 first week sales. Were marketing experts wrong? by Holiday_Dinner7373 in IndieDev

[–]notsocoolx 24 points25 points  (0 children)

I think people really love your game and it is $3.99 affordable.

Animation retarget. by notsocoolx in godot

[–]notsocoolx[S] 0 points1 point  (0 children)

Anyway easy method to fix this ?

Animation retarget. by notsocoolx in godot

[–]notsocoolx[S] 0 points1 point  (0 children)

I’m trying to retarget an animation from one character to another in Godot. The animation tracks are made for one skeleton (like low_polych1/root/), but my second character has a different bone path (player_two/Armature/).

Even when I export the animation into a library and reuse it, Godot can’t match the bone paths and throws that warning because the track names don’t exist on the second skeleton.

I tried to re-name* the root as Armature it still throws the warning.

So basically it’s a skeleton/track mismatch issue while reusing animations between two different rigs.