Improve documentation for Skeleton3D #10786
Labels
area:class reference
Issues and PRs about the class reference, which should be addressed on the Godot engine repository
enhancement
topic:animation
topic:3d
Describe the project you are working on
A 3D model viewer
Describe the problem or limitation you are having in your project
The documentation for
Skeleton3D
is very sparse. The specific problem I encountered is that the description forlocalize_rests()
is 'Returns all bones in the skeleton to their rest poses', which I assumed would set the (current) global pose to the (global) rest pose, which led to some obscure bugs when trying to generateArrayMesh
gizmos weighted to the bones. After looking through skeleton_3d.cpp, it appears that 'global' means the skeleton's space (which is not the global world space), while 'local' means the parent bone's space (I think?).Beyond my specific problem, sparse documentation also makes it harder to manipulate weighted geometry at runtime in general, which may be relevant for animation-heavy or procedural video games.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Add more descriptive documentation to
Skeleton3D
, perhaps describing what the difference is between the 3get_bone_pose()
methods is. Add documentation for related structures and methods likeSkin
andcreate_skin_from_rest_transforms
, both of which are completely undocumented.Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Not applicable
If this enhancement will not be used often, can it be worked around with a few lines of script?
Not applicable
Is there a reason why this should be core and not an add-on in the asset library?
Not applicable
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