RootMotionView
Inherits: VisualInstance < CullInstance < Spatial < Node < Object
Editor-only helper for setting up root motion in AnimationTree.
Description
Root motion 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.
Note: 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 must have extends Node
instead of extends RootMotionView
. Additionally, it must not be a @tool
script.
Tutorials
Properties
Property Descriptions
- NodePath animation_path
Setter | set_animation_path(value) |
Getter | get_animation_path() |
Path to an AnimationTree node to use as a basis for root motion.
- float cell_size
Setter | set_cell_size(value) |
Getter | get_cell_size() |
The grid’s cell size in 3D units.
- Color color
Setter | set_color(value) |
Getter | get_color() |
The grid’s color.
- float radius
Setter | set_radius(value) |
Getter | get_radius() |
The grid’s radius in 3D units. The grid’s opacity will fade gradually as the distance from the origin increases until this radius is reached.
- bool zero_y
Setter | set_zero_y(value) |
Getter | get_zero_y() |
If true
, the grid’s points will all be on the same Y coordinate (local Y = 0). If false
, the points’ original Y coordinate is preserved.