Simon Schoenenberger
Simon Schoenenberger
Are you using the "Use Gravity" option of the JiggleBones addon shown in the example video? If so, this is not really supported by WiggleBone at the moment (i.e. free...
The latest release now supports free-hanging bones (see [release notes](https://github.com/detomon/wigglebone/discussions/15) and [this example](https://github.com/detomon/wigglebone/blob/master/examples/wigglebone/rotation/rotation_hang.tscn)). It requires Godot 4.3 but a fallback implementation for Godot 4.2 can be found in the [godot-4.2](https://github.com/detomon/wigglebone/tree/godot-4.2)...
Checking "Scale With Editor Scale" in the import tab and then reimporting it should resize the icon to the correct scale. 
The latest release is a complete rewrite (see [release notes](https://github.com/detomon/wigglebone/discussions/15)) and adds new nodes which should not have any frame rate issues. I could not find a stable implementation for...
Not sure what happened there. Maybe an accidental code change in one of the plugin scripts? Addons from the asset library do not update themselves automatically. I did push changes...
The latest release is a complete rewrite (see [release notes](https://github.com/detomon/wigglebone/discussions/15)) and adds new nodes which should not have any frame rate issues. The new version requires Godot 4.3 but a...
> As for thread safe (as I understand it you are talking about using the thread_local keyword) it is multi-thread safe. Although I do not think that this can cause...
> Is this ready for review? I noticed it is still in draft stage but all the items are checked. Yes, I forgot.
Fixed conflicts.
@fire I'm not too familiar with how the Node3D hierarchy works. I will look into that.