Document the RootMotionView class
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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.
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</description>
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<tutorials>
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<link title="AnimationTree">https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
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<link title="Using AnimationTree">https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
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<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
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</tutorials>
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<methods>
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<return type="Transform">
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</return>
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<description>
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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.
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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. See also [member root_motion_track] and [RootMotionView].
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</description>
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</method>
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<method name="rename_parameter">
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</member>
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<member name="root_motion_track" type="NodePath" setter="set_root_motion_track" getter="get_root_motion_track" default="NodePath("")">
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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].
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If the track has type [constant Animation.TYPE_TRANSFORM], the transformation will be cancelled visually, and the animation will appear to stay in place.
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If the track has type [constant Animation.TYPE_TRANSFORM], the transformation will be cancelled visually, and the animation will appear to stay in place. See also [method get_root_motion_transform] and [RootMotionView].
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</member>
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<member name="tree_root" type="AnimationNode" setter="set_tree_root" getter="get_tree_root">
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The root animation node of this [AnimationTree]. See [AnimationNode].
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="RootMotionView" inherits="VisualInstance" version="3.4">
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<brief_description>
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Editor-only helper for setting up root motion in [AnimationTree].
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</brief_description>
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<description>
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[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].
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[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.
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</description>
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<tutorials>
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<link title="Using AnimationTree - Root motion">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#root-motion</link>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="animation_path" type="NodePath" setter="set_animation_path" getter="get_animation_path">
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Path to an [AnimationTree] node to use as a basis for root motion.
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</member>
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<member name="cell_size" type="float" setter="set_cell_size" getter="get_cell_size">
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The grid's cell size in 3D units.
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</member>
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<member name="color" type="Color" setter="set_color" getter="get_color">
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The grid's color.
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</member>
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<member name="radius" type="float" setter="set_radius" getter="get_radius">
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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.
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</member>
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<member name="zero_y" type="bool" setter="set_zero_y" getter="get_zero_y">
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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.
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</member>
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</members>
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<constants>
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