From b4ca61313897db349c6f6a793d143be13fb21c63 Mon Sep 17 00:00:00 2001 From: Maganty Rushyendra Date: Tue, 2 Jun 2020 12:03:05 +0800 Subject: [PATCH] Clarify usage of AnimationPlayer with AnimationTree and fill in empty method descriptions Add clarification to docs to explain that when an `AnimationPlayer` object is paired with an `AnimationTree`, several properties and methods exposed by the `AnimationPlayer` class may not work as expected. The issues occur because an `AnimationTree` runs independently, and uses its member `AnimationPlayer* player` primarily for its `Map animation_set`. Added descriptions for `root_motion_track` and `get_root_motion_transform`. (cherry picked from commit 0451248ff1e878e1b19a65f5db99beaf85645fb8) --- doc/classes/AnimationTree.xml | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml index 3b8dc34bf07..bca38d83257 100644 --- a/doc/classes/AnimationTree.xml +++ b/doc/classes/AnimationTree.xml @@ -4,6 +4,7 @@ A node to be used for advanced animation transitions in an [AnimationPlayer]. + Note: When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations. https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html @@ -23,6 +24,7 @@ + Retrieve the motion of the [member root_motion_track] as a [Transform] that can be used elsewhere. If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_TRANSFORM], returns an identity transformation. @@ -47,6 +49,8 @@ The process mode of this [AnimationTree]. See [enum AnimationProcessMode] for available modes. + The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by [code]":"[/code]. For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code]. + If the track has type [constant Animation.TYPE_TRANSFORM], the transformation will be cancelled visually, and the animation will appear to stay in place. The root animation node of this [AnimationTree]. See [AnimationNode].