RootMotionView

    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: is only visible in the editor. It will be hidden automatically in the running project, and will also be converted to a plain in the running project. This means a script attached to a RootMotionView node must have instead of extends RootMotionView. Additionally, it must not be a script.

    Setter

    set_animation_path(value)

    Getter

    get_animation_path()

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


    • cell_size

    The grid’s cell size in 3D units.


    Setter

    set_color(value)

    get_color()

    The grid’s color.


    The grid’s radius in 3D units. The grid’s opacity will fade gradually as the distance from the origin increases until this 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 , the points’ original Y coordinate is preserved.