Sam Clemens would be proud. Looks formidable.
Happy so far w an ECM (sister company) Mechanika. Very similar looking build and materials.
You’ve got more knobs to twiddle it looks like. Enjoy!
To clarify - I think your proposed grammar is valid but the phrasing is uncommon. It’s not a phrase I would expect to hear. Though I would understand the gist of what you’re expressing.
Best sounding recommendation probably depends on context and ‘the thing’:
There’s a concept I don’t understand.
There is something in the box I don’t recognize.
There is a feature of the coffee machine I haven’t figured out yet.
There’s a Greek word in the original text that I don’t know.
My guess is it’s likely not a bug but an unexpected (by you) interaction of the tool script with whatever layout you’re doing.
If you can post example code demonstrating the problem someone will probably be able to pinpoint what’s happening.
What if I told you… every day is coffee day.
Sounds like you found a workaround.
There might be some tricks here that could help too:
https://docs.godotengine.org/en/stable/tutorials/audio/sync_with_audio.html
Personally, I’d drop all the macro template syntax, applys, intersects, etc. And simplify the function arg to be just: (sequences)
let item-map make-hash-table
dolist seq sequences
dolist item seq
;; gethash / return / or setf & continue
If you don’t care about the intersection values:
init empty hashmap w best guess on size
Iterate sequences
Iterate elements
If elt in hashmap return t
Add elt to hashmap
return nil
If you have maybe million+ elements, a db like sqlite might help. Unique index, insert each item til you get a unique constraint failure.
I think your supposition about using ik just to capture (key) animations is right. I wouldn’t delete the bones after because you might add or tweak the animations later.
Then you should be able to -X the scale for whatever the root node 2d of your character is.
Maybe helpful: https://ask.godotengine.org/110222/possible-animation-player-deals-animating-position-rotation
Here's a nice tutorial vid - simpler arcade-like control than my example. Looks like this is for Godot 3.x but the concepts should translate to v4 pretty closely.
Enjoy! And watch out for AT-ATs!