diff --git a/tutorials/assets_pipeline/retargeting_3d_skeletons.rst b/tutorials/assets_pipeline/retargeting_3d_skeletons.rst index 59a19481c..5a44548da 100644 --- a/tutorials/assets_pipeline/retargeting_3d_skeletons.rst +++ b/tutorials/assets_pipeline/retargeting_3d_skeletons.rst @@ -47,8 +47,8 @@ With the Skeleton node selected, first set up a new :ref:`class_bonemap` and :re Godot has a preset called :ref:`class_skeletonprofilehumanoid` for humanoid models. This tutorial proceeds with the assumption that you are using :ref:`class_skeletonprofilehumanoid`. -.. note:: If you need a profile for a model such as a beast or creature, you can export - a :ref:`class_skeletonprofile` from SkeletonEditor with some information converted from Skeleton. +.. note:: If you need a profile that is different from :ref:`class_skeletonprofilehumanoid`, you can export + a :ref:`class_skeletonprofile` from the editor by selecting a Skeleton3D and using the **Skeleton3D** menu in the 3D viewport's toolbar. When you use :ref:`class_skeletonprofilehumanoid`, auto-mapping will be performed when the :ref:`class_skeletonprofile` is set. If the auto-mapping does not work well, you can map bones manually.