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author | Anilforextra <anilforextra@gmail.com> | 2021-08-26 19:43:25 +0545 |
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committer | Anilforextra <anilforextra@gmail.com> | 2021-08-27 09:54:24 +0545 |
commit | bd1a654e99128c2532263b6373e2c4f6b12845e1 (patch) | |
tree | 4b61a01a16dc2b710dadb600c35699b6affddca2 | |
parent | 34e286d6a3efd101f04e7bcc84cea33a8d39452d (diff) |
Document how to use IK in skeleton2D.
-rw-r--r-- | doc/classes/Skeleton2D.xml | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/doc/classes/Skeleton2D.xml b/doc/classes/Skeleton2D.xml index 828d24338b..839193fb61 100644 --- a/doc/classes/Skeleton2D.xml +++ b/doc/classes/Skeleton2D.xml @@ -5,6 +5,7 @@ </brief_description> <description> Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of [Bone2D]. Skeleton2D holds a reference to the rest pose of its children and acts as a single point of access to its bones. + To setup different types of inverse kinematics for the given Skeleton2D, a [SkeletonModificationStack2D] should be created. They can be applied by creating the desired number of modifications, which can be done by increasing [member SkeletonModificationStack2D.modification_count]. </description> <tutorials> <link title="2D skeletons">https://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html</link> |