Attention: Here be dragons (unstable version)

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Redot.

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

NodePath

animation_path

NodePath("")

float

cell_size

1.0

Color

color

Color(0.5, 0.5, 1, 1)

float

radius

10.0

bool

zero_y

true


Property Descriptions

NodePath animation_path = NodePath("") 🔗

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) 🔗

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.