Skeleton

Inherits: Spatial < Node < Object Skeleton for characters and animated objects.

Description

Animation). 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

  • 3D Inverse Kinematics Demo
  • Third Person Shooter Demo

    Methods

    Signals

  • skeleton_updated ( )

    Constants

  • NOTIFICATION_UPDATE_SKELETON = 50

    Method Descriptions

  • add_bone ( String name ) name. get_bone_count will become the bone index.

  • bind_child_node_to_bone ( int bone_idx, Node node ) Deprecated soon.

  • clear_bones ( ) Clear all the bones in this skeleton.

- clear_bones_global_pose_override ( )

  • int find_bone ( String name ) const name as its name.

  • int get_bone_count ( ) const Returns the amount of bones in the skeleton.

  • Transform 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.

  • Transform 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.

  • Transform get_bone_global_pose_no_override ( int bone_idx ) const Returns the overall transform of the specified bone, with respect to the skeleton, but without any global pose overrides. Being relative to the skeleton frame, this is not the actual “global” transform of the bone.

  • String get_bone_name ( int bone_idx ) const index.

  • int get_bone_parent ( int bone_idx ) const bone_idx. If -1, then bone has no parent. Note: The parent bone returned will always be less than bone_idx.

  • Transform 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.

  • Transform get_bone_rest ( int bone_idx ) const bone_idx.

  • Array get_bound_child_nodes_to_bone ( int bone_idx ) const Deprecated soon.

- bool is_bone_rest_disabled ( int bone_idx ) const

- localize_rests ( )

- physical_bones_add_collision_exception ( RID exception )

- physical_bones_remove_collision_exception ( RID exception )

- physical_bones_start_simulation ( Array bones=[ ] )

- physical_bones_stop_simulation ( )

- SkinReference register_skin ( Skin skin )

- set_bone_custom_pose ( int bone_idx, Transform custom_pose )

- set_bone_disable_rest ( int bone_idx, bool disable )

- set_bone_global_pose_override ( int bone_idx, Transform pose, float amount, bool persistent=false )

- set_bone_name ( int bone_idx, String name )

  • set_bone_parent ( int bone_idx, int parent_idx ) 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.

  • set_bone_pose ( int bone_idx, Transform pose ) bone_idx.

  • set_bone_rest ( int bone_idx, Transform rest ) bone_idx.

  • unbind_child_node_from_bone ( int bone_idx, Node node ) Deprecated soon.

  • unparent_bone_and_rest ( int bone_idx )