Merge pull request #116263 from Calinou/doc-ik-skeletonmodifier3d-index-parameter
Document the purpose of the index parameter in IK and SkeletonModifier3D classes
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</brief_description>
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<description>
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Base class of [SkeletonModifier3D] that modifies the bone set in [method set_apply_bone] based on the transform of the bone retrieved by [method get_reference_bone].
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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>/amount[/code]).
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</description>
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<tutorials>
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</tutorials>
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This [BoneTwistDisperser3D] allows for smooth twist interpolation between multiple bones by dispersing the end bone's twist to the parents. This only changes the twist without changing the global position of each joint.
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This is useful for smoothly twisting bones in combination with [CopyTransformModifier3D] and IK.
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[b]Note:[/b] If an extracted twist is greater than 180 degrees, flipping occurs. This is similar to [ConvertTransformModifier3D].
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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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</brief_description>
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<description>
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Base class of [SkeletonModifier3D] that automatically generates a joint list from the bones between the root bone and the end bone.
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[b]Note:[/b] All the 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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<description>
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Base class of [SkeletonModifier3D] to approach the goal by repeating small rotations.
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Each bone chain (setting) has one effector, which is processed in order of the setting list. You can set some limitations for each joint.
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[b]Note:[/b] All the 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>/target_node[/code]).
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</description>
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<tutorials>
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</tutorials>
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<description>
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This modifier limits bone rotation angular velocity by comparing poses between previous and current frame.
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You can add bone chains by specifying their root and end bones, then add the bones between them to a list. Modifier processes either that list or the bones excluding those in the list depending on the option [member exclude].
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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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Bone twist is determined based on the [method Curve3D.get_point_tilt].
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If the root bone joint and the start point of the [Curve3D] are separated, it assumes that there is a linear line segment between them. This means that the vector pointing toward the start point of the [Curve3D] takes precedence over the shortest intersection point along the [Curve3D].
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If the end bone joint exceeds the path length, it is bent as close as possible to the end point of the [Curve3D].
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[b]Note:[/b] All the 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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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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<description>
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This [IKModifier3D] requires a pole target. It provides deterministic results by constructing a plane from each joint and pole target and finding the intersection of two circles (disks in 3D).
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This IK can handle twist by setting the pole direction. If there are more than one bone between each set bone, their rotations are ignored, and the straight line connecting the root-middle and middle-end joints are treated as virtual bones.
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[b]Note:[/b] All the 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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