Skeleton

    Category: Core

    Skeleton for characters and animated objects.

    Properties

    Constants

    • NOTIFICATION_UPDATE_SKELETON = 50

    Skeleton provides a hierarchical interface for managing bones, including pose, rest and animation (see ). Skeleton will support rag doll dynamics in the future.

    The overall transform of a bone with respect to the skeleton is determined by the following hierarchical order: rest pose, custom pose and pose.

    Note that “global pose” below refers to the overall transform of the bone with respect to skeleton, so it not the actual global/world transform of the bone.

    Property Descriptions

    • bool bones_in_world_transform
    • void add_bone ( name )

    Add a bone, with name “name”. get_bone_count will become the bone index.


    • void bind_child_node_to_bone ( bone_idx, Node node )

    Clear all the bones in this skeleton.


    • find_bone ( String name ) const

    Returns the bone index that matches “name” as its name.


    • get_bone_count ( ) const

    Returns the amount of bones in the skeleton.


    • Transform get_bone_custom_pose ( bone_idx ) const

    Returns the custom pose of the specified bone. Custom pose is applied on top of the rest pose.


    • Transform get_bone_global_pose ( bone_idx ) const

    Returns the overall transform of the specified bone, with respect to the skeleton. Being relative to the skeleton frame, this is not the actual “global” transform of the bone.


    • String get_bone_name ( bone_idx ) const

    Returns the name of the bone at index “index”.


    • int get_bone_parent ( bone_idx ) const

    Returns the pose transform of the specified bone. Pose is applied on top of the custom pose, which is applied on top the rest pose.


    Returns the rest transform for a bone “bone_idx”.


    • Transform get_bone_transform ( bone_idx ) const

    Returns the combination of custom pose and pose. The returned transform is in skeleton’s reference frame.


    • Array get_bound_child_nodes_to_bone ( bone_idx ) const

    Deprecated soon.


    • bool is_bone_rest_disabled ( bone_idx ) const


    • void physical_bones_remove_collision_exception ( RID exception )

    • void physical_bones_start_simulation ( bones=[ ] )

    • void physical_bones_stop_simulation ( )

    • void set_bone_custom_pose ( int bone_idx, custom_pose )

    • void set_bone_disable_rest ( int bone_idx, disable )

    • void set_bone_global_pose ( int bone_idx, pose )

    • void set_bone_ignore_animation ( int bone, ignore )

    • void set_bone_parent ( int bone_idx, parent_idx )

    Set the bone index “parent_idx” as the parent of the bone at “bone_idx”. If -1, then bone has no parent. Note: “parent_idx” must be less than “bone_idx”.


    • void set_bone_pose ( int bone_idx, pose )

    Returns the pose transform for bone “bone_idx”.


    • void set_bone_rest ( int bone_idx, rest )

    • void unbind_child_node_from_bone ( int bone_idx, node )

    Deprecated soon.