Initial commit with a basic character

main
Dion Hornig 2 years ago
commit 9080963600

7
.gitignore vendored

@ -0,0 +1,7 @@
# Godot-specific ignores
.import/
export.cfg
export_presets.cfg
# Imported translations (automatically generated from CSV files)
*.translation

@ -0,0 +1,20 @@
tool
extends Spatial
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
onready var skel = $Character/Rig/Skeleton
# Called when the node enters the scene tree for the first time.
func _ready():
var idx_upperarm_l = skel.find_bone("upperarm.l")
var idx_lowerarm_l = skel.find_bone("lowerarm.l")
skel.set_bone_pose(idx_upperarm_l,Transform.IDENTITY.rotated(Vector3.FORWARD,PI/4))
skel.set_bone_pose(idx_lowerarm_l,Transform.IDENTITY.rotated(Vector3.FORWARD,PI/4))
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass

@ -0,0 +1,11 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://addons/godot-xr-ik-rig/scenes/PlayerIKRig.gd" type="Script" id=1]
[ext_resource path="res://addons/godot-xr-ik-rig/assets/barbarian_rev1.glb" type="PackedScene" id=2]
[node name="PlayerIKRig" type="Spatial"]
script = ExtResource( 1 )
[node name="Character" parent="." instance=ExtResource( 2 )]
[editable path="Character"]

@ -0,0 +1,7 @@
[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
[resource]
background_mode = 2
background_sky = SubResource( 1 )

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.2 KiB

@ -0,0 +1,35 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://icon.png"
dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
process/normal_map_invert_y=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

@ -0,0 +1,27 @@
; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
[application]
config/name="Godot XR IK Rig"
run/main_scene="res://scenes/Main.tscn"
config/icon="res://icon.png"
[gui]
common/drop_mouse_on_gui_input_disabled=true
[physics]
common/enable_pause_aware_picking=true
[rendering]
environment/default_environment="res://default_env.tres"

@ -0,0 +1,10 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://addons/godot-xr-ik-rig/scenes/PlayerIKRig.tscn" type="PackedScene" id=1]
[node name="Main" type="Spatial"]
[node name="PlayerIKRig" parent="." instance=ExtResource( 1 )]
[node name="Camera" type="Camera" parent="."]
transform = Transform( 1, 0, 0, 0, 0.949994, 0.312269, 0, -0.312269, 0.949994, 0, 1.93278, 2.15479 )

@ -0,0 +1,3 @@
# Inverse Kinematics of Player Characters for VR Games
Implementation for Godot VR games to show arms and legs only from tracked controllers and headset
Loading…
Cancel
Save