Proofing/review: Remove filler words, adhere to style guide

This commit is contained in:
mhilbrunner
2018-05-06 05:25:43 +02:00
parent c9be19229a
commit ec725ff8a0
88 changed files with 338 additions and 375 deletions
+6 -10
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@@ -20,7 +20,7 @@ Land
Pirates <http://en.wikipedia.org/wiki/Jake_and_the_Never_Land_Pirates>`__
.
In video games, this technique also become very popular. Examples of
In video games, this technique has also become popular. Examples of
this are `Paper
Mario <http://en.wikipedia.org/wiki/Super_Paper_Mario>`__ or `Rayman
Origins <http://en.wikipedia.org/wiki/Rayman_Origins>`__ .
@@ -37,7 +37,7 @@ unlike other tools meant for this, Godot has the following advantages:
such as textures, sprite sizes, pivots, opacity, color modulation,
etc. Everything can be animated and blended.
- **Mix with Traditional**: AnimatedSprite allows traditional animation
to be mixed, very useful for complex objects, such as shape of hands
to be mixed, useful for complex objects, such as shape of hands
and foot, changing facial expression, etc.
- **Custom Shaped Elements**: Can be created with
:ref:`Polygon2D <class_Polygon2D>`
@@ -82,7 +82,7 @@ create a child sprite and load the torso, later accommodate it properly:
This looks good. Let's see if our hierarchy works as a skeleton by
rotating the torso. We can do this be pressing ``E`` to enter rotate mode,
and dragging with the left mouse button. To exit rotate mode just hit ``ESC``.
and dragging with the left mouse button. To exit rotate mode hit ``ESC``.
.. image:: img/tutovec_torso1.gif
@@ -121,11 +121,7 @@ simple! Or maybe not:
.. image:: img/tuto_cutout7.png
Right. Remember your tutorials, Luke. In 2D, parent nodes appear below
children nodes. Well, this sucks. It seems Godot does not support cutout
rigs after all. Come back next year, maybe for 3.0.. no wait. Just
Kidding! It works just fine.
Right. In 2D, parent nodes appear below children nodes. Well, this sucks.
But how can this problem be solved? We want the left arm to appear behind
the hip and the torso. For this, we can move the nodes behind the hip
(note that you can bypass this by setting the Node2D Z property, but then you
@@ -346,7 +342,7 @@ This makes the task of animating extremities much simpler.
Moving sprites above and behind others.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
RemoteTransform2D works in most cases, but sometimes it is really
RemoteTransform2D works in most cases, but sometimes it is
necessary to have a node above and below others during an animation. To
aid on this the "Behind Parent" property exists on any Node2D:
@@ -355,7 +351,7 @@ aid on this the "Behind Parent" property exists on any Node2D:
Batch setting transition curves
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
When creating really complex animations and inserting lots of keyframes,
When creating complex animations and inserting many keyframes,
editing the individual keyframe curves for each can become an endless
task. For this, the Animation Editor has a small menu where changing
animation curves is easy. First select the appropriate keys. Next click on the
+1 -1
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@@ -161,7 +161,7 @@ As we don't have a track already set up for the transform/location
property, Godot asks, whether it should set it up for us. Click on
"Create".
This creates a new track and our very first keyframe at the beginning of
This creates a new track and our first keyframe at the beginning of
the timeline:
.. figure:: img/animation_track.png