RootMotionView.xml 2.2 KB

12345678910111213141516171819202122232425262728293031323334
  1. <?xml version="1.0" encoding="UTF-8" ?>
  2. <class name="RootMotionView" inherits="VisualInstance" version="3.4">
  3. <brief_description>
  4. Editor-only helper for setting up root motion in [AnimationTree].
  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 [AnimationTree].
  8. [b]Note:[/b] [RootMotionView] is only visible in the editor. It will be hidden automatically in the running project, and will also be converted to a plain [Node] in the running project. This means a script attached to a [RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of [code]extends RootMotionView[/code]. Additionally, it must not be a [code]@tool[/code] script.
  9. </description>
  10. <tutorials>
  11. <link title="Using AnimationTree - Root motion">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#root-motion</link>
  12. </tutorials>
  13. <methods>
  14. </methods>
  15. <members>
  16. <member name="animation_path" type="NodePath" setter="set_animation_path" getter="get_animation_path">
  17. Path to an [AnimationTree] node to use as a basis for root motion.
  18. </member>
  19. <member name="cell_size" type="float" setter="set_cell_size" getter="get_cell_size">
  20. The grid's cell size in 3D units.
  21. </member>
  22. <member name="color" type="Color" setter="set_color" getter="get_color">
  23. The grid's color.
  24. </member>
  25. <member name="radius" type="float" setter="set_radius" getter="get_radius">
  26. 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.
  27. </member>
  28. <member name="zero_y" type="bool" setter="set_zero_y" getter="get_zero_y">
  29. 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.
  30. </member>
  31. </members>
  32. <constants>
  33. </constants>
  34. </class>