b087538119
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
35 lines
2.3 KiB
XML
35 lines
2.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="RootMotionView" inherits="VisualInstance" version="3.5" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Editor-only helper for setting up root motion in [AnimationTree].
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</brief_description>
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<description>
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[i]Root motion[/i] refers to an animation technique where a mesh's skeleton is used to give impulse to a character. When working with 3D animations, a popular technique is for animators to use the root skeleton bone to give motion to the rest of the skeleton. This allows animating characters in a way where steps actually match the floor below. It also allows precise interaction with objects during cinematics. See also [AnimationTree].
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[b]Note:[/b] [RootMotionView] is only visible in the editor. It will be hidden automatically in the running project, and will also be converted to a plain [Node] in the running project. This means a script attached to a [RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of [code]extends RootMotionView[/code]. Additionally, it must not be a [code]tool[/code] script.
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</description>
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<tutorials>
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<link title="Using AnimationTree - Root motion">$DOCS_URL/tutorials/animation/animation_tree.html#root-motion</link>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="animation_path" type="NodePath" setter="set_animation_path" getter="get_animation_path">
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Path to an [AnimationTree] node to use as a basis for root motion.
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</member>
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<member name="cell_size" type="float" setter="set_cell_size" getter="get_cell_size">
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The grid's cell size in 3D units.
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</member>
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<member name="color" type="Color" setter="set_color" getter="get_color">
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The grid's color.
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</member>
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<member name="radius" type="float" setter="set_radius" getter="get_radius">
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The grid's radius in 3D units. The grid's opacity will fade gradually as the distance from the origin increases until this [member radius] is reached.
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</member>
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<member name="zero_y" type="bool" setter="set_zero_y" getter="get_zero_y">
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If [code]true[/code], the grid's points will all be on the same Y coordinate ([i]local[/i] Y = 0). If [code]false[/code], the points' original Y coordinate is preserved.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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