AnimationTree.rootMotionTrack

The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by ":". For example, "character/skeleton:ankle" or "character/mesh:transform/local". If the track has type constant Animation.TYPE_TRANSFORM, the transformation will be cancelled visually, and the animation will appear to stay in place. See also getRootMotionTransform and RootMotionView.

  1. NodePath rootMotionTrack [@property getter]
    struct AnimationTree
    @nogc nothrow @property
    NodePath
    rootMotionTrack
    ()
  2. NodePath rootMotionTrack [@property setter]

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