Day #1: Neck works???
Technically not the first day but the first day writing actual code even though half of what's going on here is just the default movement code with some tweaks. Anyways I did a bunch of stuff just getting the neck animated as I want to ensure that Bonehound is more than just a playermodel following a default player rig. To this end I'm going to be animating as much as I can procedurally and it is at this point I've started to regret using a normal armature/Skeleton3D. Godot seems to be kinda limited in how much control you have over bones in script and constraints, which does make sense considering that I am on 4.3 which only really has a solution that is going to be replaced with something better.









