Merge pull request #71473 from TigranExe/patch-2

Added property descriptions to and clarified description of SkeletonProfile
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Rémi Verschelde 2023-01-18 17:34:13 +01:00
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</brief_description>
<description>
This resource is used in [EditorScenePostImport]. Some parameters are referring to bones in [Skeleton3D], [Skin], [Animation], and some other nodes are rewritten based on the parameters of [SkeletonProfile].
[b]Note:[/b] These parameters need to be set only when creating a custom profile. In [SkeletonProfileHumanoid], they are defined internally as read-only values.
</description>
<tutorials>
<link title="Retargeting 3D Skeletons">$DOCS_URL/tutorials/assets_pipeline/retargeting_3d_skeletons.html</link>
@ -160,16 +161,18 @@
</methods>
<members>
<member name="bone_size" type="int" setter="set_bone_size" getter="get_bone_size" default="0">
The amount of bones in retargeting section's [BoneMap] editor. For example, [SkeletonProfileHumanoid] has 56 bones.
The size of elements in [BoneMap] updates when changing this property in it's assigned [SkeletonProfile].
</member>
<member name="group_size" type="int" setter="set_group_size" getter="get_group_size" default="0">
The amount of groups of bones in retargeting section's [BoneMap] editor. For example, [SkeletonProfileHumanoid] has 4 groups.
This property exists to separate the bone list into several sections in the editor.
</member>
<member name="root_bone" type="StringName" setter="set_root_bone" getter="get_root_bone" default="&amp;&quot;&quot;">
A name of bone that will be used as the root bone in [AnimationTree].
[b]Note:[/b] In most cases, it is the bone of the parent of the hips that exists at the world origin in the humanoid model.
A bone name that will be used as the root bone in [AnimationTree]. This should be the bone of the parent of hips that exists at the world origin.
</member>
<member name="scale_base_bone" type="StringName" setter="set_scale_base_bone" getter="get_scale_base_bone" default="&amp;&quot;&quot;">
A name of bone which height will be used as the coefficient for normalization.
[b]Note:[/b] In most cases, it is hips in the humanoid model.
A bone name which will use model's height as the coefficient for normalization. For example, [SkeletonProfileHumanoid] defines it as [code]Hips[/code].
</member>
</members>
<signals>