Godot 4 Souls-Like Template: How to add your own characters & animations

3,415
0
Published 2024-02-21
catprisbrey.itch.io/cats-godot-souls-like-template
github.com/catprisbrey/Cats-Godot4-Modular-Souls-l…

Rigodotify Blender Plugin & feature set:
catprisbrey.itch.io/rigodotify

How to replace the characters and animations in the template for your own. I'll cover the basic steps and general principles behind animation retargeting in Godot, both with a uniquely rigged character, as well as a Mixamo character.

00:00 - Attributes of the default models
01:46 - Prerequisites
02:15 - Replacing with a Blender skeleton character
02:30 - Adding an animation in Blender
03:36 - Importing and mapping bones to the new model
04:41 - Adding animation libraries to the new model
05:55 - Connecting items to the new model
10:25 - The new character in action
11:17 - Replacing with a Mixamo character
12:04 - Baking multiple animations into one armature
13:50 - Importing the new baddy, and mapping bones
14:20 - Adding the new animation library
14:56 - Connecting items to the new model
15:45 - Testing the new character model
16:17 - Replace template animations with new ones
17:30 - Final test, new hero and new enemies

All Comments (15)
  • @sloppyy
    as a novice game dev struggling to teach myself rigging and sharing animations among models, this video (and the rigodotify plugin) will be super helpful to me even outside of the context of documenting the soulslike template
  • @darkstarmike85
    Thanks again for doing all of this work. Both the template and these videos are very approachable but informative, and have educational value outside of their specific goal.
  • you can delete the extra skeletons right after importing the animations, they will automatically go to the remaining armature
  • I can see someone will use this template as a base of their game in near future. Your persistent to improve your soulslike template is impressive. When i first started using godot, your third person template is huge help for my project. I just wondering what is the advantage of using signal as compare to your old system, aside from modularity part. is it performance?
  • @nue_hazel
    could you explain about the animation tree and state machine in your demo ?
  • @tektrekajo-son
    what if you want multiple enemy types? would you need a different script for each? or can you just duplicate the enemy template?
  • I'm currently trying to apply my own animations to the player character (in place of the placeholders) and I am running into a strange problem where my character simply stops moving. For example, when switch the placeholder run forward animation for my own run animation, the character runs in place but does not actually move. Could you have any idea why this would be occuring?
  • @colinFizgig
    have you got a patreon? I'd love to donate for your efforts.