Inochi2D/inochi2d

Import Plugin for Godot ?

Opened this issue ยท 19 comments

Will/Can you made import plugin for Godot ?
Godot if you didn't know is Open Source 2D and 3D game engine: https://godotengine.org
I'm working on Rakugo a tools kit for crating Visual Novels, Point & Click Adventures and RPGs for Godot: https://rakugoteam.github.io
And I think your tool would work in with Godot/Rakugo.
There are D-lang bindings for Godot: https://github.com/godot-d/godot-d

I want to eventually get around to making versions for Godot and Unity, but it will first be when the spec is more complete. Of course other developers are free to implement the spec in their engine of choice in the meantime.

The main problem with supporting Inochi2D in Godot is the fact that we use stencil buffers, which Godot does not currently support; so a shader based workaround would have to be implemented in godot.

I also think that @you-win was working on a Godot port? But I'm not sure how far they got.

I want to eventually get around to making versions for Godot and Unity, but it will first be when the spec is more complete. Of course other developers are free to implement the spec in their engine of choice in the meantime.

Is great to hear that :D , I just joined your Patreon.

I also think that @you-win was working on a Godot port? But I'm not sure how far they got.

Okay I will check that.

I was/still am planning on a Godot port. My current focuses are (in order):

  1. Finishing up the next minor release for puppeteer
  2. Adding mediapipe support
  3. Working on inochi2d/live2d in tandem (with some work already in progress here)

At this point Inochi2D is usable for vtubing use, so you should be able to start implementing the spec.

I've found a potential solution for adding Inochi2D support to godot through a plugin that adds a new node type. If it pans out the plugin will be made for Godot 4.

I've found a potential solution for adding Inochi2D support to godot through a plugin that adds a new node type.
If it pans out the plugin will be made for Godot 4.

Is grate to hear that ๐Ÿ˜„

I'm certainly interested in seeing a plugin of some sort.

I'm certainly interested in seeing a plugin of some sort.

A plugin is planned to be implemented via GDExtensions, it will only be made for export targets that supports RenderingDevice, though.

That's fine, I'm not sure how else you would implement this considering Godot proposal 3373 didn't really pan out. Maybe someday they'll expose everything and make it easier to implement without making a custom implementation ยฏ\_(ใƒ„)_/ยฏ

How much manual work does the planned implementation leave to users of the plugin? I'm assuming it'll be necessary to set up a custom shader or something of some sort? I haven't used the RenderingDevice functionality, so I don't really know much more than a little reading can teach.

That's fine, I'm not sure how else you would implement this considering Godot proposal 3373 didn't really pan out. Maybe someday they'll expose everything and make it easier to implement without making a custom implementation ยฏ_(ใƒ„)_/ยฏ

Yeah...

How much manual work does the planned implementation leave to users of the plugin? I'm assuming it'll be necessary to set up a custom shader or something of some sort? I haven't used the RenderingDevice functionality, so I don't really know much more than a little reading can teach.

Ideally very little manual work, plan to do some trickery with adding Inochi2D models as an asset type to Godot via GDExtension so that some transformation can be done to the file on-load to convert a model in to a singular node.

Sounds good. I'll just cross my fingers in the meantime, considering I likely won't be of any help lol. Good luck to you all, and thanks for making the project :)

Is it still in works? This would allow me to do so, so much

Is it still in works? This would allow me to do so, so much

It's planned for 0.9, work is underways but I'll first go full in to development on the update after the holiday season (starting January) some of the components are already in the works, such as numem which is neccesary for integration with game engines, as D's GC was causing too many collissions with other memory managment strategies.

Don't want to sound impatient, because I'm sure that this whole development process takes awhile, but I was wondering how far along this plugin's development has been going along?

Also, a bit related, will there also be built-in support for rendering Inochi rigs in 3D spaces? Been looking for the longest time to find a way to render 2D skeletal systems in 3D without needing to resort to hacky viewport workarounds.

The progress is currently that the 0.9 rewrite has begun, but it's still quite far from ready to be integrated into a plugin.

Hi, Is there any progress in porting the engine to Godot?

Hi, Is there any progress in porting the engine to Godot?

There has been a tiny bit of progress on Inochi2D 0.9, but it's still quite far off for now.

0.8 is far too tied to OpenGL 3.2 to be used in games.

Update: I've managed to get godot-dlang working so that's one big hurdle overcome in getting Inochi2D running in Godot.

It still depends on me making more progress on the 0.9 SDK, but it's a starting point and it uses the gdextension system to auto-generate the bindings. So it should be relatively future proofed.

Image