From 26cc4bbd82e991de7fdd4a44cadcbc1558e16205 Mon Sep 17 00:00:00 2001 From: "Silc Lizard (Tokage) Renew" <61938263+TokageItLab@users.noreply.github.com> Date: Sat, 27 May 2023 13:36:15 +0900 Subject: [PATCH] Remove out-dated lines from class reference of Skeleton3D --- doc/classes/Skeleton3D.xml | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml index 8f40c63104..d410c5840c 100644 --- a/doc/classes/Skeleton3D.xml +++ b/doc/classes/Skeleton3D.xml @@ -5,8 +5,8 @@ [Skeleton3D] provides an interface for managing a hierarchy of bones, including pose, rest and animation (see [Animation]). It can also use ragdoll physics. - The overall transform of a bone with respect to the skeleton is determined by the following hierarchical order: rest pose, custom pose and pose. - Note that "global pose" below refers to the overall transform of the bone with respect to skeleton, so it not the actual global/world transform of the bone. + The overall transform of a bone with respect to the skeleton is determined by bone pose. Bone rest defines the initial transform of the bone pose. + Note that "global pose" below refers to the overall transform of the bone with respect to skeleton, so it is not the actual global/world transform of the bone. To setup different types of inverse kinematics, consider using [SkeletonIK3D], or add a custom IK implementation in [method Node._process] as a child node. @@ -118,7 +118,7 @@ - Returns the pose transform of the specified bone. Pose is applied on top of the custom pose, which is applied on top the rest pose. + Returns the pose transform of the specified bone.