Setting up 2D Skeletons in Godot 4


With Run for your Life! - the first game I worked on in about 5 years - I remembered how much work the art assets take compared to programming. I haven't finished all those assets and want to try out 2D skeletons in Godot to see if the art assets can come together more quickly.

I'm leaning towards 2D cutout style animation over weighted polygons for a couple reasons:

  • Creating and weighting the polygons seems pretty tedious - I'm not surprised as it's laborious in 3D tools like Maya, too (though it has gotten easier over the years)
  • My main character is a robot so I don't need it to deform - it has some hoses and wires but the robot will be relatively small onscreen and they won't be noticeable so I can ignore them

Something I find interesting in Godot is how the body parts and skeletons are labeled in the tutorials: arm_left, forearm_left, hand_left. This differs from how most people work in a tool like Maya for a couple of reasons:

  • Left or right comes first and is initialed: l_arm, l_forearm, l_hand
  • It's usually the joints that are named over the body parts: l_shoulder, l_elbow, l_wrist

I would strongly recommend people put the left or right first as it's easier to see in the hierarchy. Shoulder vs arm seems less important but technically the arm rotates at the shoulder - maybe more important if planning to work in a tool like Maya in the future ;)

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