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Improve SpringBoneSimulator3D editor and API usability for mass physical bone setup #12725

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@ModuleCode

Description

@ModuleCode

Describe the project you are working on

When using SpringBoneSimulator3D, I found that the operation was too cumbersome

Describe the problem or limitation you are having in your project

I’m encountering significant usability and API issues when trying to use the SpringBoneSimulator3D node to simulate “soft bones” (like skirt physics) on a character in Godot 3D. Specifically, setting up a large number of chains is problematic.

The current Inspector workflow for configuring SpringBoneSimulator3D properties is highly inefficient, especially when dealing with numerous chains (dozens, potentially even more).
Properties overlap heavily visually within the node.

Image

Describe the feature / enhancement and how it helps to overcome the problem or limitation

The core problem is that ​​selecting and editing each individual SpringBoneSimulator3D node is cumbersome , particularly once you have many of them selected in the editor.
​​Desired Improvement:​​ A workflow analogous to Skeleton3D would be far better, where you select physics chains/bones within a single parent node/UI and edit their properties in bulk below.
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Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams

N/A

If this enhancement will not be used often, can it be worked around with a few lines of script?

NO

Is there a reason why this should be core and not an add-on in the asset library?

N/A

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