Skeleton3D provides an interface for managing a hierarchy of 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 bone pose. Bone rest defines the initial transform of the bone pose.
Note that "global pose" below refers to the overall transform of the bone with respect to skeleton, so it is not the actual global/world transform of the bone.
Emitted when the bone at bone_idx
is toggled with set_bone_enabled. Use is_bone_enabled to check the new value.
This signal is emitted when one of the bones in the Skeleton3D node have changed their pose. This is used to inform nodes that rely on bone positions that one of the bones in the Skeleton3D have changed their transform/pose.
Emitted when the pose is updated, after NOTIFICATION_UPDATE_SKELETON is received.
Emitted when the value of show_rest_only changes.
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Multiplies the 3D position track animation.
Note: Unless this value is 1.0
, the key value in animation will not match the actual position value.
If true
, forces the bones in their default rest pose, regardless of their values. In the editor, this also prevents the bones from being edited.
Adds a bone, with name name
. get_bone_count will become the bone index.
Clear all the bones in this skeleton.
Removes the global pose override on all bones in the skeleton.
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Returns the bone index that matches name
as its name.
Force updates the bone transforms/poses for all bones in the skeleton.
Deprecated. Do not use.
Force updates the bone transform for the bone at bone_idx
and all of its children.
Returns an array containing the bone indexes of all the children node of the passed in bone, bone_idx
.
Returns the number of bones in the skeleton.
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 global pose override transform for bone_idx
.
Returns the global rest transform for bone_idx
.
Returns the name of the bone at index bone_idx
.
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.
Returns the pose position of the bone at bone_idx
. The returned Vector3 is in the local coordinate space of the Skeleton3D node.
Returns the pose rotation of the bone at bone_idx
. The returned Quaternion is local to the bone with respect to the rotation of any parent bones.
Returns the pose scale of the bone at bone_idx
.
Returns the rest transform for a bone bone_idx
.
Returns an array with all of the bones that are parentless. Another way to look at this is that it returns the indexes of all the bones that are not dependent or modified by other bones in the Skeleton.
Returns the number of times the bone hierarchy has changed within this skeleton, including renames.
The Skeleton version is not serialized: only use within a single instance of Skeleton3D.
Use for invalidating caches in IK solvers and other nodes which process bones.
Returns whether the bone pose for the bone at bone_idx
is enabled.
Returns all bones in the skeleton to their rest poses.
Adds a collision exception to the physical bone.
Works just like the RigidBody3D node.
Removes a collision exception to the physical bone.
Works just like the RigidBody3D node.
Tells the PhysicalBone3D nodes in the Skeleton to start simulating and reacting to the physics world.
Optionally, a list of bone names can be passed-in, allowing only the passed-in bones to be simulated.
Tells the PhysicalBone3D nodes in the Skeleton to stop simulating.
Binds the given Skin to the Skeleton.
Sets the bone pose to rest for bone_idx
.
Sets all bone poses to rests.
Disables the pose for the bone at bone_idx
if false
, enables the bone pose if true
.
Sets the global pose transform, pose
, for the bone at bone_idx
.
amount
is the interpolation strength that will be used when applying the pose, and persistent
determines if the applied pose will remain.
Note: The pose transform needs to be a global pose! To convert a world transform from a Node3D to a global bone pose, multiply the Transform3D.affine_inverse of the node's Node3D.global_transform by the desired world transform.
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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 position of the bone at bone_idx
to position
. position
is a Vector3 describing a position local to the Skeleton3D node.
Sets the pose rotation of the bone at bone_idx
to rotation
. rotation
is a Quaternion describing a rotation in the bone's local coordinate space with respect to the rotation of any parent bones.
Sets the pose scale of the bone at bone_idx
to scale
.
Sets the rest transform for bone bone_idx
.
Unparents the bone at bone_idx
and sets its rest position to that of its parent prior to being reset.