Updated SkeletonProfile's main and property descriptions
Updated SkeletonProfile's main and property descriptions -Description now has note about read only quality -"bone_size" and "group_size" property descriptions have been added and clarified. -Property descriptions refer to BoneMap page instead of [code]bone_map[/code] from [Retargeting 3d skeletons](https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/retargeting_3d_skeletons.html#bone-map). -all property descriptions now do not have any Notes to split them -TokageItLab clarifies property descriptions to highlight their use Co-Authored-By: Silc 'Tokage' Renew <tokage.it.lab@gmail.com>
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</brief_description>
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<description>
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This resource is used in [EditorScenePostImport]. Some parameters are referring to bones in [Skeleton3D], [Skin], [Animation], and some other nodes are rewritten based on the parameters of [SkeletonProfile].
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[b]Note:[/b] These parameters need to be set only when creating a custom profile. In [SkeletonProfileHumanoid], they are defined internally as read-only values.
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</description>
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<tutorials>
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<link title="Retargeting 3D Skeletons">$DOCS_URL/tutorials/assets_pipeline/retargeting_3d_skeletons.html</link>
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</methods>
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<members>
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<member name="bone_size" type="int" setter="set_bone_size" getter="get_bone_size" default="0">
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The amount of bones in retargeting section's [BoneMap] editor. For example, [SkeletonProfileHumanoid] has 56 bones.
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The size of elements in [BoneMap] updates when changing this property in it's assigned [SkeletonProfile].
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</member>
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<member name="group_size" type="int" setter="set_group_size" getter="get_group_size" default="0">
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The amount of groups of bones in retargeting section's [BoneMap] editor. For example, [SkeletonProfileHumanoid] has 4 groups.
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This property exists to separate the bone list into several sections in the editor.
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</member>
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<member name="root_bone" type="StringName" setter="set_root_bone" getter="get_root_bone" default="&""">
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A name of bone that will be used as the root bone in [AnimationTree].
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[b]Note:[/b] In most cases, it is the bone of the parent of the hips that exists at the world origin in the humanoid model.
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A bone name that will be used as the root bone in [AnimationTree]. This should be the bone of the parent of hips that exists at the world origin.
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</member>
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<member name="scale_base_bone" type="StringName" setter="set_scale_base_bone" getter="get_scale_base_bone" default="&""">
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A name of bone which height will be used as the coefficient for normalization.
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[b]Note:[/b] In most cases, it is hips in the humanoid model.
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A bone name which will use model's height as the coefficient for normalization. For example, [SkeletonProfileHumanoid] defines it as [code]Hips[/code].
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</member>
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</members>
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<signals>
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