feat: updated godot version
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4694 changed files with 236470 additions and 401376 deletions
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SpringBoneSimulator3D" inherits="SkeletonModifier3D" api_type="core" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<class name="SpringBoneSimulator3D" inherits="SkeletonModifier3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A [SkeletonModifier3D] to apply inertial wavering to bone chains.
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</brief_description>
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For simplicity, you can set values to all joints at the same time by using a [Curve]. If you want to specify detailed values individually, set [method set_individual_config] to [code]true[/code].
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For physical simulation, [SpringBoneSimulator3D] can have children as self-standing collisions that are not related to [PhysicsServer3D], see also [SpringBoneCollision3D].
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[b]Warning:[/b] A scaled [SpringBoneSimulator3D] will likely not behave as expected. Make sure that the parent [Skeleton3D] and its bones are not scaled.
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[b]Note:[/b] Most methods in this class take an [code]index[/code] parameter. This parameter specifies which setting list entry to return if the IK has multiple entries (e.g. [code]settings/<index>/root_bone_name[/code]).
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</description>
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<tutorials>
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</tutorials>
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