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authorYuri Sizov <yuris@humnom.net>2023-12-20 15:08:14 +0100
committerYuri Sizov <yuris@humnom.net>2023-12-20 15:08:14 +0100
commited5a54d79787d578ec7490ad5f20508115983744 (patch)
tree7a6f04b2b561018f359b4c6deffbc6d1bf78b404
parentd2da961f3397f0013f91e3131ebf5f298327c7c7 (diff)
parent0e52ffeb699f6d3a7164133912c7491d0b1c876f (diff)
downloadredot-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.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>