Component | Translated | Unfinished | Unfinished words | Unfinished characters | Untranslated | Checks | Suggestions | Comments | |
---|---|---|---|---|---|---|---|---|---|
Godot Editor MIT | 0 | 0 | 0 | 0 | 0 | 1 | 4 | ||
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Godot Properties MIT | 0 | 0 | 0 | 0 | 0 | 0 | 1 | ||
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Godot Class Reference MIT | 12% | 18,096 | 484,448 | 3,369,730 | 14,818 | 301 | 13 | 1 | |
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Godot Documentation CC-BY-4.0 | 100% | 0 | 0 | 0 | 0 | 399 | 0 | 0 | |
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Glossary Godot Engine CC-BY-3.0 | 100% | 0 | 0 | 0 | 0 | 1 | 1 | 1 | |
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Overview
Project website | godotengine.org | |
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Instructions for translators | Thanks for helping with Godot Engine translations! Please make sure to read the detailed instructions that we have for each translation components on: https://docs.godotengine.org/en/latest/contributing/documentation/editor_and_docs_localization.html |
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Project maintainers |
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Language | German | |
Language code | de | |
Text direction | Left to right | |
Case sensitivity | Case-sensitive | |
Number of speakers | 141,444,441 |
9 hours ago
String statistics
Strings percent | Hosted strings | Words percent | Hosted words | Characters percent | Hosted characters | |
---|---|---|---|---|---|---|
Total | 55,405 | 1,021,104 | 6,887,933 | |||
Translated | 67% | 37,309 | 52% | 536,656 | 51% | 3,518,203 |
Needs editing | 5% | 3,278 | 4% | 43,204 | 4% | 289,074 |
Read-only | 1% | 27 | 1% | 34 | 1% | 207 |
Failing checks | 1% | 701 | 1% | 14,923 | 1% | 102,789 |
Strings with suggestions | 1% | 15 | 1% | 515 | 1% | 4,580 |
Untranslated strings | 26% | 14,818 | 43% | 441,244 | 44% | 3,080,656 |
Quick numbers
and previous 30 days
Trends of last 30 days
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Hosted words
+100%
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Hosted strings
+100%
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Translated
+67%
−50%
Contributors
+100%
![]() Suggestion added |
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![]() Changes committed |
Changes committed
11 days ago
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![]() Translation changed |
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![]() Contributor joined |
Contributor joined
12 days ago
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![]() Changes committed |
Changes committed
4 weeks ago
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![]() Suggestion accepted |
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![]() Suggestion accepted |
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![]() Suggestion accepted |
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![]() Suggestion accepted |
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![]() Suggestion accepted |
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If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_POSITION_3D], returns [code]Vector3(0, 0, 0)[/code].
See also [member root_motion_track] and [RootMotionView].
The most basic example is applying position to [CharacterBody3D]:
[codeblocks]
[gdscript]
var current_rotation: Quaternion
func _process(delta):
if Input.is_action_just_pressed("animate"):
current_rotation = get_quaternion()
state_machine.travel("Animate")
var velocity: Vector3 = current_rotation * animation_tree.get_root_motion_position() / delta
set_velocity(velocity)
move_and_slide()
[/gdscript]
[/codeblocks]
By using this in combination with [method get_root_motion_rotation_accumulator], you can apply the root motion position more correctly to account for the rotation of the node.
[codeblocks]
[gdscript]
func _process(delta):
if Input.is_action_just_pressed("animate"):
state_machine.travel("Animate")
set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())
var velocity: Vector3 = (animation_tree.get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * animation_tree.get_root_motion_position() / delta
set_velocity(velocity)
move_and_slide()
[/gdscript]
[/codeblocks]
Wenn [member root_motion_track] kein Pfad zu einer Spur vom Typ [constant Animation.TYPE_POSITION_3D] ist, wird [code]Vector3(0, 0, 0)[/code] zurückgegeben.
Siehe auch [member root_motion_track] und [RootMotionView].
Das einfachste Beispiel ist die Anwendung der Position auf [CharacterBody3D]:
[codeblocks]
[gdscript]
var current_rotation: Quaternion
func _process(delta):
if Input.is_action_just_pressed("animate"):
current_rotation = get_quaternion()
state_machine.travel("Animate")
var velocity: Vector3 = current_rotation * animation_tree.get_root_motion_position() / delta
set_velocity(velocity)
move_and_slide()
[/gdscript]
[/codeblocks]
Wenn Sie dies in Kombination mit [method get_root_motion_position_accumulator] verwenden, können Sie die Wurzelbewegungsposition korrekter anwenden, um die Drehung des Knotens (Node) zu berücksichtigen.
[codeblocks]
[gdscript]
func _process(delta):
if Input.is_action_just_pressed("animate"):
state_machine.travel("Animate")
set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())
var velocity: Vector3 = (animation_tree.get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * animation_tree.get_root_motion_position() / delta
set_velocity(velocity)
move_and_slide()
[/gdscript]
[/codeblocks]