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authorMax Hilbrunner <mhilbrunner@users.noreply.github.com>2021-08-27 17:49:17 +0200
committerGitHub <noreply@github.com>2021-08-27 17:49:17 +0200
commitfec7516010cd2d371800bb3a7d0ff06ebc2c941f (patch)
tree016b7931d5f5ae4ca1c78d53a25eb3f8a4444de8
parent9206f561f5983ef58abb3a7db7bc965d4130f619 (diff)
parentbd1a654e99128c2532263b6373e2c4f6b12845e1 (diff)
Merge pull request #52129 from AnilBK/skeleton2d-ik-doc
Document how to use IK in skeleton2D.
-rw-r--r--doc/classes/Skeleton2D.xml1
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>