Fixed some typos and wording in tutorials

This commit is contained in:
PouleyKetchoupp
2019-12-22 18:32:19 +01:00
parent eebcf4cf19
commit d2a87eb012
3 changed files with 5 additions and 5 deletions

View File

@@ -22,7 +22,7 @@ property of the node using the mesh.
If you add a material to the mesh itself, every time that mesh is used it will have that
material. If you add a material to the node using the mesh, the material will only be used
by that node, it will also override the material property of the mesh. If a material is
added in the *Material Overrive* property of the node, it will only be used by that node.
added in the *Material Override* property of the node, it will only be used by that node.
It will also override the regular material property of the node and the material property of
the mesh.

View File

@@ -32,8 +32,8 @@ So, what is the difference?:
solved, so a few collisions may seem to displace a tiny bit. Those
problems can be fixed, but require a certain amount of skill.
- A **kinematic character controller** is assumed to always begin in a
non-colliding state, and will always move to a non colliding state.
If it starts in a colliding state, it will try to free itself (like
non-colliding state, and will always move to a non-colliding state.
If it enters a colliding state, it will try to free itself (like
rigid bodies do), but this is the exception, not the rule. This makes
their control and motion a lot more predictable and easier to
program. However, as a downside, they can't directly interact with

View File

@@ -35,9 +35,9 @@ Cleaning up the skeleton
Each ``PhysicalBone`` the engine needs to simulate has a performance cost, so you want to remove every bone that is too small to make a difference in the simulation, as well as all utility bones.
For example, if we take a humanoid, you do not want to have physical bones for each finger. you can use a single bone for the entire hand instead, or one for the palm, one for the thumb, and a last one for the other four fingers.
For example, if we take a humanoid, you do not want to have physical bones for each finger. You can use a single bone for the entire hand instead, or one for the palm, one for the thumb, and a last one for the other four fingers.
Remove these physical bones : ``MASTER``, ``waist``, ``neck``, ``headtracker``. This gives us an optimized skeleton and makes it easier to control the ragdoll.
Remove these physical bones: ``MASTER``, ``waist``, ``neck``, ``headtracker``. This gives us an optimized skeleton and makes it easier to control the ragdoll.
Collision shape adjustment
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