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
- Transform get_bone_pose ( 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.
- Transform get_bone_rest ( bone_idx ) const
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.