RootMotionView

Inherits: VisualInstance < CullInstance < Spatial < Node < Object

Editor-only helper for setting up root motion in AnimationTree.

Description

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, and will also be converted to a plain Node in the running project. This means a script attached to a RootMotionView node must have extends Node instead of extends RootMotionView. Additionally, it must not be a tool script.

Tutorials

Properties

NodePath

animation_path

float

cell_size

Color

color

float

radius

bool

zero_y

Property Descriptions

Setter

set_animation_path(value)

Getter

get_animation_path()

Path to an AnimationTree node to use as a basis for root motion.


Setter

set_cell_size(value)

Getter

get_cell_size()

The grid’s cell size in 3D units.


Setter

set_color(value)

Getter

get_color()

The grid’s color.


Setter

set_radius(value)

Getter

get_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.


Setter

set_zero_y(value)

Getter

get_zero_y()

If 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.