Skeleton
Skeleton for characters and animated objects.
Skeleton provides a hierarchical interface for managing bones, including pose, rest and animation (see ). It can also use ragdoll physics.
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.
Tutorials
Signals
- skeleton_updated ( )
- NOTIFICATION_UPDATE_SKELETON = 50
Method Descriptions
- void add_bone ( String name )
Adds a bone, with name . will become the bone index.
- void bind_child_node_to_bone ( int bone_idx, node )
Deprecated soon.
- void clear_bones_global_pose_override ( )
- int find_bone ( name ) const
Returns the bone index that matches name
as its name.
- int get_bone_count ( ) const
Returns the amount of bones in the skeleton.
- get_bone_custom_pose ( int bone_idx ) const
Returns the custom pose of the specified bone. Custom pose is applied on top of the rest pose.
- get_bone_global_pose ( int 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.
- get_bone_name ( int bone_idx ) const
Returns the name of the bone at index index
.
- get_bone_parent ( int bone_idx ) const
Returns the bone index which is the parent of the bone at bone_idx
. If -1, then bone has no parent.
- get_bone_pose ( int 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.
- get_bone_rest ( int bone_idx ) const
Returns the rest transform for a bone bone_idx
.
- get_bound_child_nodes_to_bone ( int bone_idx ) const
Deprecated soon.
- is_bone_rest_disabled ( int bone_idx ) const
- void localize_rests ( )
- void physical_bones_remove_collision_exception ( exception )
- void physical_bones_start_simulation ( Array bones=[ ] )
- void physical_bones_stop_simulation ( )
- register_skin ( Skin skin )
- void set_bone_custom_pose ( bone_idx, Transform custom_pose )
- void set_bone_disable_rest ( bone_idx, bool disable )
- void set_bone_parent ( bone_idx, int parent_idx )
Sets the bone index parent_idx
as the parent of the bone at bone_idx
. If -1, then bone has no parent.
Note: must be less than bone_idx
.
- void set_bone_pose ( bone_idx, Transform pose )
Sets the pose transform for bone bone_idx
.
- void set_bone_rest ( bone_idx, Transform rest )
- void unbind_child_node_from_bone ( bone_idx, Node node )
Deprecated soon.
- void unparent_bone_and_rest ( bone_idx )