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https://github.com/godotengine/godot
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81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
13 lines
1.3 KiB
XML
13 lines
1.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AnimationRootNode" inherits="AnimationNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Base class for [AnimationNode]s that hold one or multiple composite animations. Usually used for [member AnimationTree.tree_root].
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</brief_description>
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<description>
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[AnimationRootNode] is a base class for [AnimationNode]s that hold a complete animation. A complete animation refers to the output of an [AnimationNodeOutput] in an [AnimationNodeBlendTree] or the output of another [AnimationRootNode]. Used for [member AnimationTree.tree_root] or in other [AnimationRootNode]s.
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Examples of built-in root nodes include [AnimationNodeBlendTree] (allows blending nodes between each other using various modes), [AnimationNodeStateMachine] (allows to configure blending and transitions between nodes using a state machine pattern), [AnimationNodeBlendSpace2D] (allows linear blending between [b]three[/b] [AnimationNode]s), [AnimationNodeBlendSpace1D] (allows linear blending only between [b]two[/b] [AnimationNode]s).
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</description>
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<tutorials>
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<link title="Using AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
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</tutorials>
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</class>
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