Skeleton
Inherits: Spatial < Node < Object
Skeleton for characters and animated objects.
Description
Skeleton provides a hierarchical interface for managing bones, including pose, rest and animation (see 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
Methods
Signals
- skeleton_updated ( )
Constants
- NOTIFICATION_UPDATE_SKELETON = 50
Method Descriptions
- void add_bone ( String name )
Adds a bone, with name name
. get_bone_count will become the bone index.
Deprecated soon.
- void clear_bones ( )
Clear all the bones in this skeleton.
- void clear_bones_global_pose_override ( )
Returns the bone index that matches name
as its name.
- int get_bone_count ( ) const
Returns the amount of bones in the skeleton.
Returns the custom pose of the specified bone. Custom pose is applied on top of the rest pose.
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.
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.
Returns the name of the bone at index index
.
Returns the bone index which is the parent of the bone at bone_idx
. If -1, then bone has no parent.
Note: The parent bone returned will always be less than bone_idx
.
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
.
Deprecated soon.
- void localize_rests ( )
- void physical_bones_add_collision_exception ( RID exception )
- void physical_bones_remove_collision_exception ( RID exception )
- void physical_bones_start_simulation ( Array bones=[ ] )
- void physical_bones_stop_simulation ( )
- SkinReference register_skin ( Skin skin )
- void set_bone_global_pose_override ( int bone_idx, Transform pose, float amount, bool persistent=false )
Sets 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
.
Sets the pose transform for bone bone_idx
.
Sets the rest transform for bone bone_idx
.
Deprecated soon.
- void unparent_bone_and_rest ( int bone_idx )