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Allow users to override SkeletonModifier3D._process_modification

This commit is contained in:
Lyuma
2024-05-03 04:08:08 -07:00
parent 03e6fbb010
commit 1ccf0c2947
4 changed files with 14 additions and 2 deletions

View File

@@ -6,9 +6,19 @@
<description>
[SkeletonModifier3D] retrieves a target [Skeleton3D] by having a [Skeleton3D] parent.
If there is [AnimationMixer], modification always performs after playback process of the [AnimationMixer].
This node should be used to implement custom IK solvers, constraints, or skeleton physics
</description>
<tutorials>
</tutorials>
<methods>
<method name="_process_modification" qualifiers="virtual">
<return type="void" />
<description>
Override this virtual method to implement a custom skeleton modifier. You should do things like get the [Skeleton3D]'s current pose and apply the pose here.
[method _process_modification] must not apply [member influence] to bone poses because the [Skeleton3D] automatically applies influence to all bone poses set by the modifier.
</description>
</method>
</methods>
<members>
<member name="active" type="bool" setter="set_active" getter="is_active" default="true">
If [code]true[/code], the [SkeletonModifier3D] will be processing.