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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2020-07-21 22:14:04 +0200 |
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committer | GitHub <noreply@github.com> | 2020-07-21 22:14:04 +0200 |
commit | a5fb4451210625702474a8fac1dd880e78a409e9 (patch) | |
tree | adb757763521db11286fb415682ccca48c903adf /doc/classes/Skeleton3D.xml | |
parent | 25d59a5a1a30d0d7cc19de34f03d0d521cde5431 (diff) | |
parent | 4dda62f5911eefe4c0476d1e148256545e3c931e (diff) |
Merge pull request #40450 from asmaloney/spelling
Fix spelling & grammar in comments, docs, and messages
Diffstat (limited to 'doc/classes/Skeleton3D.xml')
-rw-r--r-- | doc/classes/Skeleton3D.xml | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml index 183fd5396f..050d7056af 100644 --- a/doc/classes/Skeleton3D.xml +++ b/doc/classes/Skeleton3D.xml @@ -239,7 +239,7 @@ </argument> <description> Sets the global pose transform, [code]pose[/code], for the bone at [code]bone_idx[/code]. - [code]amount[/code] is the interpolation strengh that will be used when applying the pose, and [code]persistent[/code] determines if the applied pose will remain. + [code]amount[/code] is the interpolation strength that will be used when applying the pose, and [code]persistent[/code] determines if the applied pose will remain. [b]Note[/b]: The pose transform needs to be in bone space. Use [method world_transform_to_bone_transform] to convert a world transform, like one you can get from a [Node3D], to bone space. </description> </method> |