Merge pull request #115303 from TokageItLab/tweak-ik3d-doc

Tweak IKModifier3D docs and comment
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Rémi Verschelde 2026-01-24 00:46:35 +01:00
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3 changed files with 2 additions and 1 deletions

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@ -9,5 +9,6 @@
[b]Note:[/b] When the target is close to the root, it tends to produce zig-zag patterns, resulting in unnatural visual movement.
</description>
<tutorials>
<link title="Inverse Kinematics Returns to Godot 4.6 - IKModifier3D">https://godotengine.org/article/inverse-kinematics-returns-to-godot-4-6/#ikmodifier3d-and-7-child-classes</link>
</tutorials>
</class>

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@ -7,6 +7,7 @@
Base class of [SkeletonModifier3D]s that has some joint lists and applies inverse kinematics. This class has some structs, enums, and helper methods which are useful to solve inverse kinematics.
</description>
<tutorials>
<link title="Inverse Kinematics Returns to Godot 4.6 - IKModifier3D">https://godotengine.org/article/inverse-kinematics-returns-to-godot-4-6/#ikmodifier3d-and-7-child-classes</link>
</tutorials>
<methods>
<method name="clear_settings">

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@ -770,7 +770,6 @@ void TwoBoneIK3D::_process_ik(Skeleton3D *p_skeleton, double p_delta) {
}
void TwoBoneIK3D::_process_joints(double p_delta, Skeleton3D *p_skeleton, TwoBoneIK3DSetting *p_setting, const Vector3 &p_destination, const Vector3 &p_pole_destination) {
// Solve the IK for this iteration.
Vector3 destination = p_destination;
// Make vector from root to destination.