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Kinematic -> Character
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@@ -56,7 +56,7 @@ Creating the polygons
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---------------------
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Create a new scene for your model (if it's going to be an animated character,
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you may want to use a ``KinematicBody2D``). For ease of use, an empty 2D node is
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you may want to use a ``CharacterBody2D``). For ease of use, an empty 2D node is
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created as a root for the polygons.
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Begin with a ``Polygon2D`` node. There is no need to place it anywhere in the
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@@ -33,7 +33,7 @@ This is how it's done in the `Third Person Shooter demo <https://github.com/godo
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.. image:: img/animtree1.png
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A new scene was created for the player with a ``KinematicBody`` as root. Inside this scene, the original ``.dae`` (Collada) file was instantiated
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A new scene was created for the player with a ``CharacterBody3D`` as root. Inside this scene, the original ``.dae`` (Collada) file was instantiated
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and an ``AnimationTree`` node was created.
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Creating a tree
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@@ -211,7 +211,7 @@ Afterwards, the actual motion can be retrieved via the :ref:`AnimationTree <clas
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animTree.GetRootMotionTransform();
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This can be fed to functions such as :ref:`KinematicBody.move_and_slide <class_KinematicBody_method_move_and_slide>` to control the character movement.
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This can be fed to functions such as :ref:`CharacterBody3D.move_and_slide <class_CharacterBody3D_method_move_and_slide>` to control the character movement.
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There is also a tool node, ``RootMotionView``, that can be placed in a scene and will act as a custom floor for your
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character and animations (this node is disabled by default during the game).
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