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 constantAnimation.TYPE_TRANSFORM, the transformation will be cancelled visually, and the animation will appear to stay in place. See also getRootMotionTransform and RootMotionView.
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.