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RootMotionView

Inherits: VisualInstance3D < Node3D < Node < Object

Editor-only helper for setting up root motion in AnimationMixer.

Description

Root motion refers to an animation technique where a mesh's skeleton is used to give impulse to a character. When working with 3D animations, a popular technique is for animators to use the root skeleton bone to give motion to the rest of the skeleton. This allows animating characters in a way where steps actually match the floor below. It also allows precise interaction with objects during cinematics. See also AnimationMixer.

\ Note: RootMotionView is only visible in the editor. It will be hidden automatically in the running project.

Tutorials

Properties

NodePathanimation_pathNodePath("")
floatcell_size1.0
ColorcolorColor(0.5, 0.5, 1, 1)
floatradius10.0
boolzero_ytrue

Property Descriptions

NodePath animation_path = NodePath("") 🔗

  • void set_animation_path\ (\ value: NodePath\ )
  • NodePath get_animation_path\ (\ )

Path to an AnimationMixer node to use as a basis for root motion.


float cell_size = 1.0 🔗

  • void set_cell_size\ (\ value: float\ )
  • float get_cell_size\ (\ )

The grid's cell size in 3D units.


Color color = Color(0.5, 0.5, 1, 1) 🔗

  • void set_color\ (\ value: Color\ )
  • Color get_color\ (\ )

The grid's color.


float radius = 10.0 🔗

  • void set_radius\ (\ value: float\ )
  • float get_radius\ (\ )

The grid's radius in 3D units. The grid's opacity will fade gradually as the distance from the origin increases until this radius is reached.


bool zero_y = true 🔗

  • void set_zero_y\ (\ value: bool\ )
  • bool get_zero_y\ (\ )

If true, the grid's points will all be on the same Y coordinate (local Y = 0). If false, the points' original Y coordinate is preserved.