|
@@ -41,7 +41,7 @@ Creating a tree
|
|
|
|
|
|
There are three main types of nodes that can be used in ``AnimationTree``:
|
|
|
|
|
|
-1. Animation nodes, which reference an animation from the linked ``AnimationTree``.
|
|
|
+1. Animation nodes, which reference an animation from the linked ``AnimationPlayer``.
|
|
|
2. Animation Root nodes, which are used to blend sub-nodes.
|
|
|
3. Animation Blend nodes, which are used within ``AnimationNodeBlendTree`` as single-graph blending via multiple input ports.
|
|
|
|
|
@@ -377,8 +377,7 @@ State machine travel
|
|
|
|
|
|
One of the nice features in Godot's ``StateMachine`` implementation is the ability to travel. The graph can be instructed to go from the
|
|
|
current state to another one, while visiting all the intermediate ones. This is done via the A\* algorithm.
|
|
|
-In the absence of any viable set of transitions starting at the current state and finishing at the destination state, the graph teleports
|
|
|
-to the destination state.
|
|
|
+If there is no path of transitions starting at the current state and finishing at the destination state, the graph teleports to the destination state.
|
|
|
|
|
|
To use the travel ability, you should first retrieve the :ref:`AnimationNodeStateMachinePlayback <class_AnimationNodeStateMachinePlayback>`
|
|
|
object from the ``AnimationTree`` node (it is exported as a property).
|