From 4fe7fd8379da710451c7fcb70a988c119ad9ed9e Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Fri, 13 Feb 2026 23:24:05 +0100 Subject: [PATCH] Document the purpose of the index parameter in IK and SkeletonModifier3D classes --- doc/classes/BoneConstraint3D.xml | 1 + doc/classes/BoneTwistDisperser3D.xml | 1 + doc/classes/ChainIK3D.xml | 1 + doc/classes/IterateIK3D.xml | 1 + doc/classes/LimitAngularVelocityModifier3D.xml | 1 + doc/classes/SplineIK3D.xml | 1 + doc/classes/SpringBoneSimulator3D.xml | 1 + doc/classes/TwoBoneIK3D.xml | 1 + 8 files changed, 8 insertions(+) diff --git a/doc/classes/BoneConstraint3D.xml b/doc/classes/BoneConstraint3D.xml index 3dba9e0eec..a399a1b25c 100644 --- a/doc/classes/BoneConstraint3D.xml +++ b/doc/classes/BoneConstraint3D.xml @@ -5,6 +5,7 @@ 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]. + [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]). diff --git a/doc/classes/BoneTwistDisperser3D.xml b/doc/classes/BoneTwistDisperser3D.xml index 15319c0604..8069deb968 100644 --- a/doc/classes/BoneTwistDisperser3D.xml +++ b/doc/classes/BoneTwistDisperser3D.xml @@ -7,6 +7,7 @@ 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. This is useful for smoothly twisting bones in combination with [CopyTransformModifier3D] and IK. [b]Note:[/b] If an extracted twist is greater than 180 degrees, flipping occurs. This is similar to [ConvertTransformModifier3D]. + [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]). diff --git a/doc/classes/ChainIK3D.xml b/doc/classes/ChainIK3D.xml index a36886fdac..5fd75abd42 100644 --- a/doc/classes/ChainIK3D.xml +++ b/doc/classes/ChainIK3D.xml @@ -5,6 +5,7 @@ Base class of [SkeletonModifier3D] that automatically generates a joint list from the bones between the root bone and the end bone. + [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]). diff --git a/doc/classes/IterateIK3D.xml b/doc/classes/IterateIK3D.xml index 1b380704cb..046701d1ca 100644 --- a/doc/classes/IterateIK3D.xml +++ b/doc/classes/IterateIK3D.xml @@ -6,6 +6,7 @@ Base class of [SkeletonModifier3D] to approach the goal by repeating small rotations. Each bone chain (setting) has one effector, which is processed in order of the setting list. You can set some limitations for each joint. + [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]). diff --git a/doc/classes/LimitAngularVelocityModifier3D.xml b/doc/classes/LimitAngularVelocityModifier3D.xml index 32b83d58d5..5ef6e05a62 100644 --- a/doc/classes/LimitAngularVelocityModifier3D.xml +++ b/doc/classes/LimitAngularVelocityModifier3D.xml @@ -6,6 +6,7 @@ This modifier limits bone rotation angular velocity by comparing poses between previous and current frame. 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]. + [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]). diff --git a/doc/classes/SplineIK3D.xml b/doc/classes/SplineIK3D.xml index 579bc9a211..c508a51966 100644 --- a/doc/classes/SplineIK3D.xml +++ b/doc/classes/SplineIK3D.xml @@ -9,6 +9,7 @@ Bone twist is determined based on the [method Curve3D.get_point_tilt]. 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]. If the end bone joint exceeds the path length, it is bent as close as possible to the end point of the [Curve3D]. + [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]). diff --git a/doc/classes/SpringBoneSimulator3D.xml b/doc/classes/SpringBoneSimulator3D.xml index f1cbc63b19..dd9358b404 100644 --- a/doc/classes/SpringBoneSimulator3D.xml +++ b/doc/classes/SpringBoneSimulator3D.xml @@ -11,6 +11,7 @@ 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]. For physical simulation, [SpringBoneSimulator3D] can have children as self-standing collisions that are not related to [PhysicsServer3D], see also [SpringBoneCollision3D]. [b]Warning:[/b] A scaled [SpringBoneSimulator3D] will likely not behave as expected. Make sure that the parent [Skeleton3D] and its bones are not scaled. + [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]). diff --git a/doc/classes/TwoBoneIK3D.xml b/doc/classes/TwoBoneIK3D.xml index 6beed28d8f..ff77f5d36a 100644 --- a/doc/classes/TwoBoneIK3D.xml +++ b/doc/classes/TwoBoneIK3D.xml @@ -6,6 +6,7 @@ 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). 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. + [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]).