diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml
index 461de2d59e2..2bfa305aa1b 100644
--- a/doc/classes/Skeleton3D.xml
+++ b/doc/classes/Skeleton3D.xml
@@ -5,8 +5,8 @@
[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.
- 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.
+ 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 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.
@@ -118,7 +118,7 @@
- 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.