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Allow users to override SkeletonModifier3D._process_modification
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@@ -6,9 +6,19 @@
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<description>
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[SkeletonModifier3D] retrieves a target [Skeleton3D] by having a [Skeleton3D] parent.
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If there is [AnimationMixer], modification always performs after playback process of the [AnimationMixer].
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This node should be used to implement custom IK solvers, constraints, or skeleton physics
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="_process_modification" qualifiers="virtual">
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<return type="void" />
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<description>
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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.
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[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.
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</description>
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</method>
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</methods>
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<members>
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<member name="active" type="bool" setter="set_active" getter="is_active" default="true">
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If [code]true[/code], the [SkeletonModifier3D] will be processing.
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