Silc Lizard (Tokage) Renew

Results 290 comments of Silc Lizard (Tokage) Renew

As I noted in https://github.com/godotengine/godot/pull/98308#pullrequestreview-2379047909, the main problem with implicit normalization immediately after set is that you will not be able to manually set an arbitrary quaternion from the inspector....

One possible scenario is that there is not enough precision somewhere, so I think you could experiment with forcing the internal calculation of the `from_euler()` function to be a `double`...

As I mentioned in https://github.com/godotengine/godot/pull/88212#issuecomment-1937809444, I don't understand why this is necessary. - I don't see what is insufficient in the normal "Active" option. If you want to do that,...

As I wrote in https://github.com/godotengine/godot/pull/88212#issuecomment-1937814536. Either way, that PR approach is wrong. On the off chance that you do implement a way to manage a scene-wide AnimationTree in the editor,...

> There is no such file. That was my mistake. AnimationTreeEditor is assimilated with the plugin, so `animation_tree_editor_plugin.cpp` is accurate. > Thats what this proposal is about to not mess...

For general users, it is fine to make it an add-on. Consider implementing it in the core if an add-on workaround is not possible due to lack of core API...

There are several Nodes that have this type of Active/Inactive state, such as AnimationPlayer and BoneAttachment, as well as AnimationTree, so it would be necessary to provide a generic function...

@0xcafeb33f First, cause of https://github.com/godotengine/godot/issues/84093 may be due to some processing order problem when AnimationTree is active. However, this is not solved by deactivating AnimationTree; That is just hiding the...

I guess this is a bug related to the GraphNode rework since this bug might appeared at a time unrelated to the animation rework. It would be helpful if you...

VRMA が glTF と同じように Humanoid 以外のボーンの Bone Rest を保存するのであれば、Humanoid 以外のボーンに対して下手に回転値を弄るべきではないと思います。それらに対してだけ例外的に相対的な値をアニメーションから抽出するというのは冗長で、Humanoid であるボーンとの一貫性がなくなってしまう事になります。 そもそも VRMA に記録されるのは glTF と同じように各ボーンのレスト回転を含む Absolute な回転値を想定しているという認識であれば、 > 各ボーンのローカル回転値は HumanoidParentInv * world で算出するという方式 > 初期姿勢に回転を含まない これらはそれぞれ https://qiita.com/TokageItLab/items/beaf219762e1e34a6250 の記事で説明した Local...