RootMotionView.xml 2.1 KB

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  1. <?xml version="1.0" encoding="UTF-8" ?>
  2. <class name="RootMotionView" inherits="VisualInstance3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
  3. <brief_description>
  4. Editor-only helper for setting up root motion in [AnimationMixer].
  5. </brief_description>
  6. <description>
  7. [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 [AnimationMixer].
  8. [b]Note:[/b] [RootMotionView] is only visible in the editor. It will be hidden automatically in the running project.
  9. </description>
  10. <tutorials>
  11. <link title="Using AnimationTree - Root motion">$DOCS_URL/tutorials/animation/animation_tree.html#root-motion</link>
  12. </tutorials>
  13. <members>
  14. <member name="animation_path" type="NodePath" setter="set_animation_path" getter="get_animation_path" default="NodePath(&quot;&quot;)">
  15. Path to an [AnimationMixer] node to use as a basis for root motion.
  16. </member>
  17. <member name="cell_size" type="float" setter="set_cell_size" getter="get_cell_size" default="1.0">
  18. The grid's cell size in 3D units.
  19. </member>
  20. <member name="color" type="Color" setter="set_color" getter="get_color" default="Color(0.5, 0.5, 1, 1)">
  21. The grid's color.
  22. </member>
  23. <member name="radius" type="float" setter="set_radius" getter="get_radius" default="10.0">
  24. 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.
  25. </member>
  26. <member name="zero_y" type="bool" setter="set_zero_y" getter="get_zero_y" default="true">
  27. 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.
  28. </member>
  29. </members>
  30. </class>