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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "RootMotionView" inherits= "VisualInstance3D" version= "4.1" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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Editor-only helper for setting up root motion in [AnimationTree].
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</brief_description>
<description >
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[i]Root motion[/i] refers to an animation technique where a mesh's skeleton is used to give impulse to a character. When working with 3D animations, a popular technique is for animators to use the root skeleton bone to give motion to the rest of the skeleton. This allows animating characters in a way where steps actually match the floor below. It also allows precise interaction with objects during cinematics. See also [AnimationTree].
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[b]Note:[/b] [RootMotionView] is only visible in the editor. It will be hidden automatically in the running project.
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</description>
<tutorials >
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<link title= "Using AnimationTree - Root motion" > $DOCS_URL/tutorials/animation/animation_tree.html#root-motion</link>
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</tutorials>
<members >
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<member name= "animation_path" type= "NodePath" setter= "set_animation_path" getter= "get_animation_path" default= "NodePath("")" >
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Path to an [AnimationTree] node to use as a basis for root motion.
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</member>
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<member name= "cell_size" type= "float" setter= "set_cell_size" getter= "get_cell_size" default= "1.0" >
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The grid's cell size in 3D units.
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</member>
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<member name= "color" type= "Color" setter= "set_color" getter= "get_color" default= "Color(0.5, 0.5, 1, 1)" >
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The grid's color.
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</member>
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<member name= "radius" type= "float" setter= "set_radius" getter= "get_radius" default= "10.0" >
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The grid's radius in 3D units. The grid's opacity will fade gradually as the distance from the origin increases until this [member radius] is reached.
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</member>
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<member name= "zero_y" type= "bool" setter= "set_zero_y" getter= "get_zero_y" default= "true" >
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If [code]true[/code], the grid's points will all be on the same Y coordinate ([i]local[/i] Y = 0). If [code]false[/code], the points' original Y coordinate is preserved.
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</member>
</members>
</class>