This is really impressive. UE just released Control Rig a couple of years ago, and I think it just became production ready in 4.26, so to see Godot implementing something similar already is really impressive. It actually looks like they're taking a lot of ideas from UE and implementing them into Godot 4 which to me is a good thing. More features with less development time if you're just reproducing what works. Looking forward to the new release whenever it comes.
@@aknakos5448 Hey did you see this? ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-7PpOgnujtAg.html I think it's going to fix some of my major issues in Godot 4.
Ah, yeah, the new gdnative is indeed sooo good!! The new name i didn’t know, but ive been trying to understand all the changes with it.. hopefully soon the documentation will be unified so that i can make a video :) this post of bastian should be a good first step! I do look forward for your video comparing this new c++ way of doing things of godot and UE ;)
@@aknakos5448 Actually I found out you can do something similar in Unity too, so I'll probably do a comparison of the three at some point. Hopefully before the end of the year. So many things to do.
Thank you for the tutorial: This is such an amazing feature! I do this sort of thing in Blender but didn't hope to see it in Godot without complex scripting, having this as builtin is a truly amazing feature that helps a lot of us.
Oh wow this is just perfect! I was also influenced by UE's capabilities and wondered how I could achieve the same thing in Godot, especially for 3.x. I never realized it was already in 4.x, and I only find out about this like 1 year after the video is released. Can't imagine how far this has come with the beta closing in. So this has been an incredibly helpful video, thanks a lot!
@@kmouratidis Actually, yes! I've been experimenting with making a model look at the aim direction and I've almost got it! For reference I used the Y-Bot from Mixamo, and to achieve the look effect I used two CCDIK modifications, one for horizontal angle and the other for vertical. Like Aknakos mentioned it does work while other animations are playing, so I should be able to achieve a fully responsive 3rd person character like in Fortnite's pretty soon. As for the features themselves, Godot marks them as experimental subject to change and/or removal, and I did have some minor editor issues while working with them, but I think they're stable enough and I'm happy with the result.
Hello again! I tried to port an old project which basically had this tutorial replicated, and modification stack doesn't exist in Godot 4.2 (and earlier I assume) Do you have any suggestion to replicate this feature? (LookAt, hand reacting to flying ball)
Just downloaded Godot_v4.0-rc1 and cannot find something about these modifiers, except the inverse kinematics is messed up and nothing working on version 3.5. it doesn't work properly in 4th.0-rc.
Truth be told, it seems that the modifier stack was removed from godot some months ago, and the devs will include another implementation soon (I don’t understand why and am quite puzzled and sad that this was removed without a replacement).. or maybe I misunderstood the discussions at github? I don’t know.. i just hope this gets resolved soon
I’ve been using it for a year now.. its much better than before already, i have to say. Certainly there are still many bugs, but seen all the PRs, I’m sure it will be better soon enough :)