Merge pull request #3000 from nekomatata/tutorial-typo-wording

Fixed some typos and wording in tutorials
This commit is contained in:
Nathan Lovato
2019-12-22 23:23:16 +01:00
committed by GitHub
3 changed files with 5 additions and 5 deletions
+1 -1
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@@ -22,7 +22,7 @@ property of the node using the mesh.
If you add a material to the mesh itself, every time that mesh is used it will have that
material. If you add a material to the node using the mesh, the material will only be used
by that node, it will also override the material property of the mesh. If a material is
added in the *Material Overrive* property of the node, it will only be used by that node.
added in the *Material Override* property of the node, it will only be used by that node.
It will also override the regular material property of the node and the material property of
the mesh.
+2 -2
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@@ -32,8 +32,8 @@ So, what is the difference?:
solved, so a few collisions may seem to displace a tiny bit. Those
problems can be fixed, but require a certain amount of skill.
- A **kinematic character controller** is assumed to always begin in a
non-colliding state, and will always move to a non colliding state.
If it starts in a colliding state, it will try to free itself (like
non-colliding state, and will always move to a non-colliding state.
If it enters a colliding state, it will try to free itself (like
rigid bodies do), but this is the exception, not the rule. This makes
their control and motion a lot more predictable and easier to
program. However, as a downside, they can't directly interact with
+2 -2
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@@ -35,9 +35,9 @@ Cleaning up the skeleton
Each ``PhysicalBone`` the engine needs to simulate has a performance cost, so you want to remove every bone that is too small to make a difference in the simulation, as well as all utility bones.
For example, if we take a humanoid, you do not want to have physical bones for each finger. you can use a single bone for the entire hand instead, or one for the palm, one for the thumb, and a last one for the other four fingers.
For example, if we take a humanoid, you do not want to have physical bones for each finger. You can use a single bone for the entire hand instead, or one for the palm, one for the thumb, and a last one for the other four fingers.
Remove these physical bones : ``MASTER``, ``waist``, ``neck``, ``headtracker``. This gives us an optimized skeleton and makes it easier to control the ragdoll.
Remove these physical bones: ``MASTER``, ``waist``, ``neck``, ``headtracker``. This gives us an optimized skeleton and makes it easier to control the ragdoll.
Collision shape adjustment
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