244425998f
(cherry picked from commit 6880829a9a
)
34 lines
2.2 KiB
XML
34 lines
2.2 KiB
XML
<?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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</constants>
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</class>
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