Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

RootMotionView

Inherits: VisualInstance3D < Node3D < Node < Object

Editor-only helper for setting up root motion in AnimationTree.

描述

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.

教程

属性

NodePath

animation_path

NodePath("")

float

cell_size

1.0

Color

color

Color(0.5, 0.5, 1, 1)

float

radius

10.0

bool

zero_y

true


Property Descriptions

NodePath animation_path = NodePath("")

Path to an AnimationTree node to use as a basis for root motion.


float cell_size = 1.0

  • void set_cell_size ( float value )

  • float get_cell_size ( )

The grid's cell size in 3D units.


Color color = Color(0.5, 0.5, 1, 1)

  • void set_color ( Color value )

  • Color get_color ( )

The grid's color.


float radius = 10.0

  • void set_radius ( float value )

  • float 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 = true

  • void set_zero_y ( bool value )

  • bool 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.