GLTFSkeleton
Inherits: Resource < RefCounted < Object
There is currently no description for this class. Please help us by contributing one!
Tutorials
Properties
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Methods
get_bone_attachment(idx: int) | |
void | set_godot_bone_node(godot_bone_node: Dictionary) |
void | set_unique_names(unique_names: Array[String]) |
Property Descriptions
PackedInt32Array joints = PackedInt32Array()
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void set_joints(value: PackedInt32Array)
PackedInt32Array get_joints()
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PackedInt32Array roots = PackedInt32Array()
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void set_roots(value: PackedInt32Array)
PackedInt32Array get_roots()
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Method Descriptions
BoneAttachment3D get_bone_attachment(idx: int) 🔗
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int get_bone_attachment_count() 🔗
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Dictionary get_godot_bone_node() 🔗
Returns a Dictionary that maps skeleton bone indices to the indices of GLTF nodes. This property is unused during import, and only set during export. In a GLTF file, a bone is a node, so Godot converts skeleton bones to GLTF nodes.
Skeleton3D get_godot_skeleton() 🔗
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Array[String] get_unique_names() 🔗
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void set_godot_bone_node(godot_bone_node: Dictionary) 🔗
Sets a Dictionary that maps skeleton bone indices to the indices of GLTF nodes. This property is unused during import, and only set during export. In a GLTF file, a bone is a node, so Godot converts skeleton bones to GLTF nodes.
void set_unique_names(unique_names: Array[String]) 🔗
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User-contributed notes
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