Reference index / 캐릭터·오브젝트 애니메이션 기초
Forward Kinematics
Determining an end position by setting joint rotations from parent to child.
When to use it
Chained arm and tail rotations.
Caveats and distinctions
Character animation, gameplay position, and collision logic may be separate systems. Check engine import settings, axes, and units.
Implementation and classification
게임 애니메이션 / 캐릭터·오브젝트 애니메이션 기초
Sources and verification status
https://docs.godotengine.org/en/stable/tutorials/animation/introduction.html
Source scope and verification status describe the existing catalog record. Publishing this page does not independently re-verify the latest library version, license, or production behavior.