- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
15 lines
1.2 KiB
XML
15 lines
1.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="AnimationNodeSub2" inherits="AnimationNodeSync" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
|
<brief_description>
|
|
Blends two animations subtractively inside of an [AnimationNodeBlendTree].
|
|
</brief_description>
|
|
<description>
|
|
A resource to add to an [AnimationNodeBlendTree]. Blends two animations subtractively based on the amount value.
|
|
This animation node is usually used for pre-calculation to cancel out any extra poses from the animation for the "add" animation source in [AnimationNodeAdd2] or [AnimationNodeAdd3].
|
|
In general, the blend value should be in the [code][0.0, 1.0][/code] range, but values outside of this range can be used for amplified or inverted animations.
|
|
[b]Note:[/b] This calculation is different from using a negative value in [AnimationNodeAdd2], since the transformation matrices do not satisfy the commutative law. [AnimationNodeSub2] multiplies the transformation matrix of the inverted animation from the left side, while negative [AnimationNodeAdd2] multiplies it from the right side.
|
|
</description>
|
|
<tutorials>
|
|
<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
|
|
</tutorials>
|
|
</class>
|