Godot 4.3 introduces the SkeletonModifier3D node to improve bone animation by handling it outside the AnimationMixer and eliminating the limitations of the previous pose override system. This new design ensures a consistent processing order, making complex scene management easier. Users can create custom SkeletonModifier3D nodes for specific needs and use signals to retrieve modified pose values. Future versions will include additional built-in SkeletonModifier3D nodes like IK and constraints.
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Did the pose override design have problems?How does the new skeleton design work with SkeletonModifier3D?How to make a custom SkeletonModifier3D?Do I always need to create a custom SkeletonModifier3D when modifying a Skeleton3D bone?What kind of SkeletonModifier3D nodes are included in Godot 4.3?Sort: