0 votes

I've been using COA tools (https://github.com/ndee85/coa_tools) to export an animated character to godot and then have used the dragon bones module (https://github.com/sanja-sa/gddragonbones) to load and play the animations.

Now I have run into a problem where I want some form of skeleton to attach weapons and what not to the character, but the dragon bones implementation has no way to do that.

My idea has been to take the COA tools blender file and export to godot using a normal animated mesh. This works, but it is coming into godot as a 3D mesh/skeleton.

So I am wondering how I might be able to display that in a 2D world, or possibly to convert it from 3D to 2D myself? I've seen this: https://godotengine.org/qa/11440/3d-objects-in-a-2d-node but displaying my characters as 3D in a 2D world seems a bit overkill, and I'm not sure how if the z-ordering of sprites will work etc...

Does anyone have any ideas/ thoughts?

asked Sep 15, 2018 in Engine by supagu (50 points)

1 Answer

0 votes

You have the solution in demos as "3din2D" . You should put the 3d player inside a viewport and call Sprite.texture= viewport.get_texture()

answered Oct 25, 2018 by Antilo (59 points)
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