<?xml version="1.0" encoding="UTF-8" ?> <class name="RootMotionView" inherits="VisualInstance3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <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">$DOCS_URL/tutorials/animation/animation_tree.html#root-motion</link> </tutorials> <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> </class>