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This behavior was inconsistent with other editor-only nodes such as Position3D, Position2D and ReferenceRect. It also caused issues when a script extended RootMotionView as it ceased to work when the project was run.
31 lines
2.1 KiB
XML
31 lines
2.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="RootMotionView" inherits="VisualInstance3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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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.
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</description>
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<tutorials>
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<link title="Using AnimationTree - Root motion">$DOCS_URL/tutorials/animation/animation_tree.html#root-motion</link>
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</tutorials>
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<members>
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<member name="animation_path" type="NodePath" setter="set_animation_path" getter="get_animation_path" default="NodePath("")">
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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" default="1.0">
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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" default="Color(0.5, 0.5, 1, 1)">
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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" default="10.0">
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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" default="true">
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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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</class>
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