Add mutable_bone_axes to IKs
This commit is contained in:
@ -5,7 +5,6 @@
|
||||
</brief_description>
|
||||
<description>
|
||||
Base class of [SkeletonModifier3D]s that has some joint lists and applies inverse kinematics. This class has some structs, enums, and helper methods which are useful to solve inverse kinematics.
|
||||
[b]Note:[/b] The IK classes that extend this handle rotation only, with bone lengths cached. It means that a position movement between processed chains can cause unintended movement.
|
||||
</description>
|
||||
<tutorials>
|
||||
</tutorials>
|
||||
@ -36,4 +35,10 @@
|
||||
</description>
|
||||
</method>
|
||||
</methods>
|
||||
<members>
|
||||
<member name="mutable_bone_axes" type="bool" setter="set_mutable_bone_axes" getter="are_bone_axes_mutable" default="true">
|
||||
If [code]true[/code], the solver retrieves the bone axis from the bone pose every frame.
|
||||
If [code]false[/code], the solver retrieves the bone axis from the bone rest and caches it, which increases performance slightly, but position changes in the bone pose made before processing this [IKModifier3D] are ignored.
|
||||
</member>
|
||||
</members>
|
||||
</class>
|
||||
|
||||
Reference in New Issue
Block a user