/** * **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 [AnimationTree]. * * **Note:** [RootMotionView] is only visible in the editor. It will be hidden automatically in the running project, and will also be converted to a plain [Node] in the running project. This means a script attached to a [RootMotionView] node **must** have `extends Node` instead of `extends RootMotionView`. Additionally, it must not be a `@tool` script. * */ declare class RootMotionView extends VisualInstance { /** * **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 [AnimationTree]. * * **Note:** [RootMotionView] is only visible in the editor. It will be hidden automatically in the running project, and will also be converted to a plain [Node] in the running project. This means a script attached to a [RootMotionView] node **must** have `extends Node` instead of `extends RootMotionView`. Additionally, it must not be a `@tool` script. * */ new(): RootMotionView; static "new"(): RootMotionView /** Path to an [AnimationTree] node to use as a basis for root motion. */ animation_path: NodePathType; /** The grid's cell size in 3D units. */ cell_size: float; /** The grid's color. */ color: Color; /** The grid's radius in 3D units. The grid's opacity will fade gradually as the distance from the origin increases until this [member radius] is reached. */ radius: float; /** If [code]true[/code], the grid's points will all be on the same Y coordinate ([i]local[/i] Y = 0). If [code]false[/code], the points' original Y coordinate is preserved. */ zero_y: boolean; connect>(signal: T, method: SignalFunction): number; }