Merge pull request #111815 from TokageItLab/bone-expander
Allow Spring / IK to set mutable bone axes
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@ -5,7 +5,6 @@
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</brief_description>
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<description>
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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.
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[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.
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</description>
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<tutorials>
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</tutorials>
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@ -36,4 +35,10 @@
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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="mutable_bone_axes" type="bool" setter="set_mutable_bone_axes" getter="are_bone_axes_mutable" default="true">
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If [code]true[/code], the solver retrieves the bone axis from the bone pose every frame.
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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.
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</member>
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</members>
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</class>
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@ -637,6 +637,10 @@
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The constant force that always affected bones. It is equal to the result when the parent [Skeleton3D] moves at this speed in the opposite direction.
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This is useful for effects such as wind and anti-gravity.
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</member>
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<member name="mutable_bone_axes" type="bool" setter="set_mutable_bone_axes" getter="are_bone_axes_mutable" default="true">
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If [code]true[/code], the solver retrieves the bone axis from the bone pose every frame.
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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 [SpringBoneSimulator3D] are ignored.
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</member>
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<member name="setting_count" type="int" setter="set_setting_count" getter="get_setting_count" default="0">
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The number of settings.
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</member>
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