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Add a tutorial link to Retarget Classes
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@ -8,6 +8,7 @@
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By assigning the actual [Skeleton3D] bone name as the key value, it maps the [Skeleton3D] to the [SkeletonProfile].
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</description>
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<tutorials>
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<link title="Retargeting 3D Skeletons">$DOCS_URL/tutorials/assets_pipeline/retargeting_3d_skeletons.html</link>
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</tutorials>
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<methods>
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<method name="find_profile_bone_name" qualifiers="const">
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@ -7,6 +7,7 @@
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This resource is used in [EditorScenePostImport]. Some parameters are referring to bones in [Skeleton3D], [Skin], [Animation], and some other nodes are rewritten based on the parameters of [SkeletonProfile].
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</description>
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<tutorials>
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<link title="Retargeting 3D Skeletons">$DOCS_URL/tutorials/assets_pipeline/retargeting_3d_skeletons.html</link>
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</tutorials>
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<methods>
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<method name="find_bone" qualifiers="const">
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@ -6,6 +6,7 @@
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A [SkeletonProfile] as a preset that is optimized for the human form. This exists for standardization, so all parameters are read-only.
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</description>
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<tutorials>
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<link title="Retargeting 3D Skeletons">$DOCS_URL/tutorials/assets_pipeline/retargeting_3d_skeletons.html</link>
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</tutorials>
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<members>
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<member name="bone_size" type="int" setter="set_bone_size" getter="get_bone_size" overrides="SkeletonProfile" default="56" />
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@ -6204,7 +6204,7 @@ void AnimationTrackEditor::_edit_menu_pressed(int p_option) {
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if (do_bake && !animation->track_is_compressed(i)) {
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Animation::InterpolationType it = animation->track_get_interpolation_type(i);
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if (it == Animation::INTERPOLATION_NEAREST) {
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continue; // Nearest and Angle interpolation cannot be baked.
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continue; // Nearest interpolation cannot be baked.
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}
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// Special case for angle interpolation.
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