RootMotionView
Inherits: VisualInstance3D < Node3D < Node < Object
Editor-only helper for setting up root motion in AnimationMixer.
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 AnimationMixer.
Note: RootMotionView is only visible in the editor. It will be hidden automatically in the running project.
Tutorials
Properties
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Property Descriptions
NodePath animation_path = NodePath("")
Path to an AnimationMixer node to use as a basis for root motion.
float cell_size = 1.0
The grid’s cell size in 3D units.
Color color = Color(0.5, 0.5, 1, 1)
The grid’s color.
float radius = 10.0
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 = true
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.
© Copyright 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0). Revision 53e837c6
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