diff options
author | Yuri Sizov <yuris@humnom.net> | 2023-12-20 15:08:14 +0100 |
---|---|---|
committer | Yuri Sizov <yuris@humnom.net> | 2023-12-20 15:08:14 +0100 |
commit | ed5a54d79787d578ec7490ad5f20508115983744 (patch) | |
tree | 7a6f04b2b561018f359b4c6deffbc6d1bf78b404 | |
parent | d2da961f3397f0013f91e3131ebf5f298327c7c7 (diff) | |
parent | 0e52ffeb699f6d3a7164133912c7491d0b1c876f (diff) | |
download | redot-engine-ed5a54d79787d578ec7490ad5f20508115983744.tar.gz |
Merge pull request #86326 from MichaelMacha/patch-1
Remove pointer to deprecated class page from Skeleton3D
-rw-r--r-- | doc/classes/Skeleton3D.xml | 1 |
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> |