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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-07-21 15:10:52 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-07-21 15:18:42 +0200 |
commit | 6880829a9ae32804652bde48d3c81d3cd8b5683f (patch) | |
tree | a63ed567e9c0f33a8c133a61a0860f66c7785511 /doc | |
parent | 59d98ed3bb1ed744600e599f997c817f63157d83 (diff) |
Document the RootMotionView class
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/AnimationTree.xml | 6 | ||||
-rw-r--r-- | doc/classes/RootMotionView.xml | 9 |
2 files changed, 12 insertions, 3 deletions
diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml index af7d8d73e8..63460b70c5 100644 --- a/doc/classes/AnimationTree.xml +++ b/doc/classes/AnimationTree.xml @@ -7,7 +7,7 @@ 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 title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="Using AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> @@ -24,7 +24,7 @@ <return type="Transform3D"> </return> <description> - Retrieve the motion of the [member root_motion_track] as a [Transform3D] that can be used elsewhere. If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_TRANSFORM3D], returns an identity transformation. + Retrieve the motion of the [member root_motion_track] as a [Transform3D] that can be used elsewhere. If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_TRANSFORM3D], returns an identity transformation. See also [member root_motion_track] and [RootMotionView]. </description> </method> <method name="rename_parameter"> @@ -50,7 +50,7 @@ </member> <member name="root_motion_track" type="NodePath" setter="set_root_motion_track" getter="get_root_motion_track" default="NodePath("")"> 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_TRANSFORM3D], the transformation will be cancelled visually, and the animation will appear to stay in place. + If the track has type [constant Animation.TYPE_TRANSFORM3D], the transformation will be cancelled visually, and the animation will appear to stay in place. See also [method get_root_motion_transform] and [RootMotionView]. </member> <member name="tree_root" type="AnimationNode" setter="set_tree_root" getter="get_tree_root"> The root animation node of this [AnimationTree]. See [AnimationNode]. diff --git a/doc/classes/RootMotionView.xml b/doc/classes/RootMotionView.xml index be8d8d0078..e31ea9265e 100644 --- a/doc/classes/RootMotionView.xml +++ b/doc/classes/RootMotionView.xml @@ -1,23 +1,32 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="RootMotionView" inherits="VisualInstance3D" version="4.0"> <brief_description> + Editor-only helper for setting up root motion in [AnimationTree]. </brief_description> <description> + [i]Root motion[/i] refers to an animation technique where a mesh's skeleton is used to give impulse to a character. When working with 3D animations, a popular technique is for animators to use the root skeleton bone to give motion to the rest of the skeleton. This allows animating characters in a way where steps actually match the floor below. It also allows precise interaction with objects during cinematics. See also [AnimationTree]. + [b]Note:[/b] [RootMotionView] is only visible in the editor. It will be hidden automatically in the running project, and will also be converted to a plain [Node] in the running project. This means a script attached to a [RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of [code]extends RootMotionView[/code]. Additionally, it must not be a [code]@tool[/code] script. </description> <tutorials> + <link title="Using AnimationTree - Root motion">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#root-motion</link> </tutorials> <methods> </methods> <members> <member name="animation_path" type="NodePath" setter="set_animation_path" getter="get_animation_path"> + Path to an [AnimationTree] node to use as a basis for root motion. </member> <member name="cell_size" type="float" setter="set_cell_size" getter="get_cell_size"> + The grid's cell size in 3D units. </member> <member name="color" type="Color" setter="set_color" getter="get_color"> + The grid's color. </member> <member name="radius" type="float" setter="set_radius" getter="get_radius"> + The grid's radius in 3D units. The grid's opacity will fade gradually as the distance from the origin increases until this [member radius] is reached. </member> <member name="zero_y" type="bool" setter="set_zero_y" getter="get_zero_y"> + If [code]true[/code], the grid's points will all be on the same Y coordinate ([i]local[/i] Y = 0). If [code]false[/code], the points' original Y coordinate is preserved. </member> </members> <constants> |