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-rw-r--r--doc/classes/SkeletonModifier3D.xml10
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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.