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authorMichael Macha <vikinghelmet99@gmail.com>2023-12-19 04:46:34 -0700
committerGitHub <noreply@github.com>2023-12-19 04:46:34 -0700
commit0e52ffeb699f6d3a7164133912c7491d0b1c876f (patch)
tree974fdc99fbb50f901e1a59d0d9fdf5607d51b6cd
parentbf8dd73e9d88d6ab146506699f43230b12c6a2b0 (diff)
downloadredot-engine-0e52ffeb699f6d3a7164133912c7491d0b1c876f.tar.gz
Remove pointer to deprecated class page, from Skeleton3D
SkeletonIK3D is now deprecated, but Skeleton3D is recommending looking into its use for complicated inverse kinematics. What's worse, the removed line is not perfectly clear for non-developers and people less experienced with the engine, and could still stand to be improved.
-rw-r--r--doc/classes/Skeleton3D.xml1
1 files changed, 0 insertions, 1 deletions
diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml
index bc3782d1a0..6cb1c948ea 100644
--- a/doc/classes/Skeleton3D.xml
+++ b/doc/classes/Skeleton3D.xml
@@ -7,7 +7,6 @@
[Skeleton3D] provides an interface for managing a hierarchy of bones, including pose, rest and animation (see [Animation]). It can also use ragdoll physics.
The overall transform of a bone with respect to the skeleton is determined by bone pose. Bone rest defines the initial transform of the bone pose.
Note that "global pose" below refers to the overall transform of the bone with respect to skeleton, so it is not the actual global/world transform of the bone.
- To setup different types of inverse kinematics, consider using [SkeletonIK3D], or add a custom IK implementation in [method Node._process] as a child node.
</description>
<tutorials>
<link title="3D Inverse Kinematics Demo">https://godotengine.org/asset-library/asset/523</link>