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authorRĂ©mi Verschelde <rverschelde@gmail.com>2020-06-02 11:37:21 +0200
committerGitHub <noreply@github.com>2020-06-02 11:37:21 +0200
commit82da6aabc069c4f1bbb473aff0e4d4025e874c74 (patch)
treed9190400f108e9bd31abd8a678acda9aedd08e40 /doc/classes
parent61b3eb3b28671a397ed873d47db925f662382e74 (diff)
parent0451248ff1e878e1b19a65f5db99beaf85645fb8 (diff)
Merge pull request #39234 from mrushyendra/animationtree_documentation
Clarify usage of AnimationPlayer with AnimationTree and fill empty doc descriptions
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/AnimationTree.xml4
1 files changed, 4 insertions, 0 deletions
diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml
index 9642dd1c70..dd04f4ce3f 100644
--- a/doc/classes/AnimationTree.xml
+++ b/doc/classes/AnimationTree.xml
@@ -4,6 +4,7 @@
A node to be used for advanced animation transitions in an [AnimationPlayer].
</brief_description>
<description>
+ Note: When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
@@ -23,6 +24,7 @@
<return type="Transform">
</return>
<description>
+ Retrieve the motion of the [member root_motion_track] as a [Transform] that can be used elsewhere. If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_TRANSFORM], returns an identity transformation.
</description>
</method>
<method name="rename_parameter">
@@ -47,6 +49,8 @@
The process mode of this [AnimationTree]. See [enum AnimationProcessMode] for available modes.
</member>
<member name="root_motion_track" type="NodePath" setter="set_root_motion_track" getter="get_root_motion_track" default="NodePath(&quot;&quot;)">
+ The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by [code]":"[/code]. For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code].
+ If the track has type [constant Animation.TYPE_TRANSFORM], the transformation will be cancelled visually, and the animation will appear to stay in place.
</member>
<member name="tree_root" type="AnimationNode" setter="set_tree_root" getter="get_tree_root">
The root animation node of this [AnimationTree]. See [AnimationNode].