Kinematic -> Character

This commit is contained in:
Max Hilbrunner
2022-10-15 17:55:24 +02:00
parent 9862cbea87
commit 024fedb0f3
24 changed files with 140 additions and 149 deletions

View File

@@ -56,7 +56,7 @@ Creating the polygons
---------------------
Create a new scene for your model (if it's going to be an animated character,
you may want to use a ``KinematicBody2D``). For ease of use, an empty 2D node is
you may want to use a ``CharacterBody2D``). For ease of use, an empty 2D node is
created as a root for the polygons.
Begin with a ``Polygon2D`` node. There is no need to place it anywhere in the

View File

@@ -33,7 +33,7 @@ This is how it's done in the `Third Person Shooter demo <https://github.com/godo
.. image:: img/animtree1.png
A new scene was created for the player with a ``KinematicBody`` as root. Inside this scene, the original ``.dae`` (Collada) file was instantiated
A new scene was created for the player with a ``CharacterBody3D`` as root. Inside this scene, the original ``.dae`` (Collada) file was instantiated
and an ``AnimationTree`` node was created.
Creating a tree
@@ -211,7 +211,7 @@ Afterwards, the actual motion can be retrieved via the :ref:`AnimationTree <clas
animTree.GetRootMotionTransform();
This can be fed to functions such as :ref:`KinematicBody.move_and_slide <class_KinematicBody_method_move_and_slide>` to control the character movement.
This can be fed to functions such as :ref:`CharacterBody3D.move_and_slide <class_CharacterBody3D_method_move_and_slide>` to control the character movement.
There is also a tool node, ``RootMotionView``, that can be placed in a scene and will act as a custom floor for your
character and animations (this node is disabled by default during the game).