From 813bfe00f34e513eec6e690fd47645784698b5f2 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Sun, 2 Jan 2022 23:39:56 +0100 Subject: Don't replace RootMotionView with Node in a running project This behavior was inconsistent with other editor-only nodes such as Position3D, Position2D and ReferenceRect. It also caused issues when a script extended RootMotionView as it ceased to work when the project was run. --- doc/classes/RootMotionView.xml | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'doc/classes') diff --git a/doc/classes/RootMotionView.xml b/doc/classes/RootMotionView.xml index 88b8f2cd03..3f3b00e2cb 100644 --- a/doc/classes/RootMotionView.xml +++ b/doc/classes/RootMotionView.xml @@ -5,25 +5,25 @@ [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. + [b]Note:[/b] [RootMotionView] is only visible in the editor. It will be hidden automatically in the running project. $DOCS_URL/tutorials/animation/animation_tree.html#root-motion - + Path to an [AnimationTree] node to use as a basis for root motion. - + The grid's cell size in 3D units. - + The grid's color. - + 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. - + 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. -- cgit v1.2.3