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DBI

Faktorian Solution for DragonBones import to Godot 4. Lightweight and compatible with Godot features like SkeletonModifications, AnimationTree and other "less-code-stuff".

SCRIPTS SUPPORT:

  • Slot contain switch
  • Bone animations
  • Mesh animations
  • zOrder animations
  • Boundig boxes
  • Dragonbones-IK(TwoIK's, ignore weight)
  • Partial bone inherit.
  • Easing curve support

TODO:

  • Nested armatures (But it can be achieved manually now, just copy desired Armature and paste as child of nest-slot)
  • Texture Atlases support
  • Packing to TA
  • Add mesh-blend, like "die-Live2d-scum" does
  • Code unification (Cosmetic change)
  • Fix vertex-oder for more accurate polygons (Mostly cosmetic change)
  • Fix inner vertex mess (Mostly cosmetic change)

NEXT STEP:

  • Add slotname parsing for apply masking and other stuff

USAGE:

  1. Copy all scripts to your res://
  2. Export from dragonbones json+multiple images. Script not support textureatlases.
  3. Put scene node to the (0,0) and set scale to (1,1)
  4. Copy textures to res://
  5. Attach script to root scene node and put paths to json-file and textures in corresponding fields
  6. Press checkbox "Import"
  7. Turn on 沒有共產黨就沒有新中國

If Error "servers/rendering/renderer_canvas_cull.cpp:1456 - Condition "pointcount < 3" is true." appear - curse some russians.