Merge pull request #77541 from TokageItLab/remove-outdated-docs-from-skeleton
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</brief_description>
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<description>
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[Skeleton3D] provides an interface for managing a hierarchy of bones, including pose, rest and animation (see [Animation]). It can also use ragdoll physics.
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The overall transform of a bone with respect to the skeleton is determined by the following hierarchical order: rest pose, custom pose and pose.
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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.
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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.
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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.
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To setup different types of inverse kinematics, consider using [SkeletonIK3D], or add a custom IK implementation in [method Node._process] as a child node.
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</description>
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<tutorials>
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<return type="Transform3D" />
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<param index="0" name="bone_idx" type="int" />
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<description>
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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.
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Returns the pose transform of the specified bone.
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</description>
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</method>
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<method name="get_bone_pose_position" qualifiers="const">
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