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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2019-09-20 17:27:57 +0200 |
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committer | GitHub <noreply@github.com> | 2019-09-20 17:27:57 +0200 |
commit | 34f9a4b76541a35dff93d042404e446f84e3f5b4 (patch) | |
tree | 430f18ce2553ad5e16d16b8707563fde87075f59 /doc/classes | |
parent | d21b73779fb740ef8b08130a9b1f3f0cfdaa7be7 (diff) | |
parent | 96d6724b5df369132adb7e43ef5ae1e6ee2151ef (diff) |
Merge pull request #32127 from skyace65/skeletonupdate
Remove outdated information from skeleton class reference
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/Skeleton.xml | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/Skeleton.xml b/doc/classes/Skeleton.xml index b1e71ee924..8b17928f90 100644 --- a/doc/classes/Skeleton.xml +++ b/doc/classes/Skeleton.xml @@ -4,7 +4,7 @@ Skeleton for characters and animated objects. </brief_description> <description> - Skeleton provides a hierarchical interface for managing bones, including pose, rest and animation (see [Animation]). Skeleton will support rag doll dynamics in the future. + Skeleton provides a hierarchical interface for managing bones, including pose, rest and animation (see [Animation]). It can also use ragdoll physics. The overall transform of a bone with respect to the skeleton is determined by the following hierarchical order: rest pose, custom pose and pose. Note that "global pose" below refers to the overall transform of the bone with respect to skeleton, so it not the actual global/world transform of the bone. </description> |