FINALLY I SOLVED THE TILTING AND AVG HEIGHT! Each leg and the main body have raycasts. You can get the avg normal orientation from the ray.get_collision_normal() and use it for detecting sloped and so on #godot #gamedev #gameassets #proceduralanimation #walking

Nov 9, 2025 · 11:57 AM UTC

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Replying to @Itchingmind
You'll have more luck by calculating it as an average plane of the heights. Imagine this but not a ramp, and it's steps. The normals will all be pointing straight up, so the angle of the body won't change. Whereas you'd want it to angle upwards because the front legs are higher.
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In this Video i had calculated the avg normal by summing up all 6 legs and dividing it by 6. The height is calculated with just one ray, transform.basis and a ground_offset.
Replying to @Itchingmind
Tilting solved here too, I may have gone overboard with it 🤠
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Maybe just a little bit 😁
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GIF
Replying to @Itchingmind
I love procedural animations
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Picking it up in vr looks fun too :D
Replying to @Itchingmind
Are you using an imported model with bones but no mesh or is there a way to setup new bones in Godot alone? Didn't see a way to do it when I checked.
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It's a rig /skeleton made in Blender and imported to godot. I haven't seen a way of adding bones to a skeleton in godot.
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Replying to @Itchingmind
well done! Makes me want to learn godot
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Thank you! Learning Godot is the easy part of the whole process. 😅
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Replying to @Itchingmind
Ik, I haven't gotten there yet
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Replying to @Itchingmind
Freakin SICK
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Replying to @Itchingmind
i hate the name raycast. It should be called projection, always confuses me.
Replying to @Itchingmind
Hell yeah procedural animation!
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Replying to @Itchingmind
But will it be able to defeat Mr. Incredible?
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Replying to @Itchingmind
Looks hot! Nice implementation!
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Replying to @Itchingmind
Next Spiderman game ?
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Replying to @Itchingmind
Nice work. Keep it up!
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Replying to @Itchingmind
procedural anim will always be cool 😎
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Replying to @Itchingmind
So satisfying 🤘
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