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authorRémi Verschelde <rverschelde@gmail.com>2024-07-07 21:58:39 +0200
committerRémi Verschelde <rverschelde@gmail.com>2024-07-07 21:58:39 +0200
commit73b6544f1ba9e298f38128efa97405982d6dfaae (patch)
tree4041d6c37375c9395be9ca3cff31a39e9745a10f
parent4e38ce294dfa127b0b0a3db56a1ad585b14dae91 (diff)
parent0d1044f7bfa9c956e4af7619a3118ff09db0a900 (diff)
downloadredot-engine-73b6544f1ba9e298f38128efa97405982d6dfaae.tar.gz
Merge pull request #94007 from scotmcp/master
Update docs for `Animation.track_set_path` and `AnimationMixer.root_motion_track`
-rw-r--r--doc/classes/Animation.xml2
-rw-r--r--doc/classes/AnimationMixer.xml4
2 files changed, 3 insertions, 3 deletions
diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml
index 3b7a6e66fe..80fd52c684 100644
--- a/doc/classes/Animation.xml
+++ b/doc/classes/Animation.xml
@@ -560,7 +560,7 @@
<param index="0" name="track_idx" type="int" />
<param index="1" name="path" type="NodePath" />
<description>
- Sets the path of a track. Paths must be valid scene-tree paths to a node and must be specified starting from the parent node of the node that will reproduce the animation. Tracks that control properties or bones must append their name after the path, separated by [code]":"[/code].
+ Sets the path of a track. Paths must be valid scene-tree paths to a node and must be specified starting from the [member AnimationMixer.root_node] that will reproduce the animation. Tracks that control properties or bones must append their name after the path, separated by [code]":"[/code].
For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code].
</description>
</method>
diff --git a/doc/classes/AnimationMixer.xml b/doc/classes/AnimationMixer.xml
index 8a493ce91f..58ef118e46 100644
--- a/doc/classes/AnimationMixer.xml
+++ b/doc/classes/AnimationMixer.xml
@@ -304,8 +304,8 @@
This makes it more convenient to preview and edit animations in the editor, as changes to the scene will not be saved as long as they are set in the reset animation.
</member>
<member name="root_motion_track" type="NodePath" setter="set_root_motion_track" getter="get_root_motion_track" default="NodePath(&quot;&quot;)">
- The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by [code]":"[/code]. For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code].
- If the track has type [constant Animation.TYPE_POSITION_3D], [constant Animation.TYPE_ROTATION_3D] or [constant Animation.TYPE_SCALE_3D] the transformation will be canceled visually, and the animation will appear to stay in place. See also [method get_root_motion_position], [method get_root_motion_rotation], [method get_root_motion_scale] and [RootMotionView].
+ The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. The [member root_motion_track] uses the same format as [method Animation.track_set_path], but note that a bone must be specified.
+ If the track has type [constant Animation.TYPE_POSITION_3D], [constant Animation.TYPE_ROTATION_3D], or [constant Animation.TYPE_SCALE_3D] the transformation will be canceled visually, and the animation will appear to stay in place. See also [method get_root_motion_position], [method get_root_motion_rotation], [method get_root_motion_scale], and [RootMotionView].
</member>
<member name="root_node" type="NodePath" setter="set_root_node" getter="get_root_node" default="NodePath(&quot;..&quot;)">
The node which node path references will travel from.