Bone2D

    Category: Core

    Joint used with to control and animate other nodes.

    Properties

    Description

    Use a hierarchy of bound to a Skeleton2D to control, and animate other nodes.

    Each bone has a rest transform that you can reset to with . These rest poses are relative to the bone’s parent.

    If in the editor, you can set the rest pose of an entire skeleton using a menu option, from the code, you need to iterate over the bones to set their individual rest poses.

    Length of the bone’s representation drawn in the editor’s viewport in pixels.


    Method Descriptions

    • void apply_rest ( )

    Stores the node’s current transforms in .


    • int get_index_in_skeleton ( ) const

    Returns the node’s index as part of the entire skeleton. See .


    Returns the node’s if it doesn’t have a parent, or its rest pose relative to its parent.