Skeleton3D: Add SkeletonModifier / Deprecate Override / Separate PB
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SkeletonModifier3D" inherits="Node3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A Node that may modify Skeleton3D's bone.
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</brief_description>
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<description>
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[SkeletonModifier3D] retrieves a target [Skeleton3D] by having a [Skeleton3D] parent.
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If there is [AnimationMixer], modification always performs after playback process of the [AnimationMixer].
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="active" type="bool" setter="set_active" getter="is_active" default="true">
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If [code]true[/code], the [SkeletonModifier3D] will be processing.
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</member>
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<member name="influence" type="float" setter="set_influence" getter="get_influence" default="1.0">
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Sets the influence of the modification.
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[b]Note:[/b] This value is used by [Skeleton3D] to blend, so the [SkeletonModifier3D] should always apply only 100% of the result without interpolation.
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</member>
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</members>
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<signals>
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<signal name="modification_processed">
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<description>
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Notifies when the modification have been finished.
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[b]Note:[/b] If you want to get the modified bone pose by the modifier, you must use [method Skeleton3D.get_bone_pose] or [method Skeleton3D.get_bone_global_pose] at the moment this signal is fired.
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</description>
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</signal>
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</signals>
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</class>
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