From bd1a654e99128c2532263b6373e2c4f6b12845e1 Mon Sep 17 00:00:00 2001 From: Anilforextra Date: Thu, 26 Aug 2021 19:43:25 +0545 Subject: Document how to use IK in skeleton2D. --- doc/classes/Skeleton2D.xml | 1 + 1 file changed, 1 insertion(+) 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 @@ 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]. https://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html -- cgit v1.2.3