Attention: Here be dragons
This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Editor-only helper for setting up root motion in AnimationTree.
Root motion refers to an animation technique where a mesh's skeleton is used to give impulse to a character. When working with 3D animations, a popular technique is for animators to use the root skeleton bone to give motion to the rest of the skeleton. This allows animating characters in a way where steps actually match the floor below. It also allows precise interaction with objects during cinematics. See also AnimationTree.
Note: RootMotionView is only visible in the editor. It will be hidden automatically in the running project.
NodePath animation_path =
Path to an AnimationTree node to use as a basis for root motion.
float cell_size =
The grid's cell size in 3D units.
Color color =
Color(0.5, 0.5, 1, 1)
The grid's color.
float radius =
The grid's radius in 3D units. The grid's opacity will fade gradually as the distance from the origin increases until this radius is reached.
bool zero_y =
true, the grid's points will all be on the same Y coordinate (local Y = 0). If
false, the points' original Y coordinate is preserved.