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Diffstat (limited to 'doc/classes/SkeletonModifier3D.xml')
-rw-r--r-- | doc/classes/SkeletonModifier3D.xml | 10 |
1 files changed, 10 insertions, 0 deletions
diff --git a/doc/classes/SkeletonModifier3D.xml b/doc/classes/SkeletonModifier3D.xml index fab33750ea..c0b1b6fd53 100644 --- a/doc/classes/SkeletonModifier3D.xml +++ b/doc/classes/SkeletonModifier3D.xml @@ -6,9 +6,19 @@ <description> [SkeletonModifier3D] retrieves a target [Skeleton3D] by having a [Skeleton3D] parent. If there is [AnimationMixer], modification always performs after playback process of the [AnimationMixer]. + This node should be used to implement custom IK solvers, constraints, or skeleton physics </description> <tutorials> </tutorials> + <methods> + <method name="_process_modification" qualifiers="virtual"> + <return type="void" /> + <description> + Override this virtual method to implement a custom skeleton modifier. You should do things like get the [Skeleton3D]'s current pose and apply the pose here. + [method _process_modification] must not apply [member influence] to bone poses because the [Skeleton3D] automatically applies influence to all bone poses set by the modifier. + </description> + </method> + </methods> <members> <member name="active" type="bool" setter="set_active" getter="is_active" default="true"> If [code]true[/code], the [SkeletonModifier3D] will be processing. |