Merge pull request #77541 from TokageItLab/remove-outdated-docs-from-skeleton

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Max Hilbrunner 2023-05-28 09:00:22 +02:00 committed by GitHub
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</brief_description> </brief_description>
<description> <description>
[Skeleton3D] provides an interface for managing a hierarchy of bones, including pose, rest and animation (see [Animation]). It can also use ragdoll physics. [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 the following hierarchical order: rest pose, custom pose and pose. 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 not the actual global/world transform of the bone. 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. 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> </description>
<tutorials> <tutorials>
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<return type="Transform3D" /> <return type="Transform3D" />
<param index="0" name="bone_idx" type="int" /> <param index="0" name="bone_idx" type="int" />
<description> <description>
Returns the pose transform of the specified bone. Pose is applied on top of the custom pose, which is applied on top the rest pose. Returns the pose transform of the specified bone.
</description> </description>
</method> </method>
<method name="get_bone_pose_position" qualifiers="const"> <method name="get_bone_pose_position" qualifiers="const">