class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectNodeNode3D Skeleton3D
A node containing a bone hierarchy, used to create a 3D skeletal animation.

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.

bone_enabled_changed bone_enabled_changed<>( int bone_idx=, bone_idx:int=, ):bone_enabled_changed

Emitted when the bone at bone_idx is toggled with set_bone_enabled. Use is_bone_enabled to check the new value.

bone_pose_changed bone_pose_changed<>( int bone_idx=, bone_idx:int=, ):bone_pose_changed

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.

pose_updated pose_updated<>():pose_updated

Emitted when the pose is updated, after NOTIFICATION_UPDATE_SKELETON is received.

show_rest_only_changed show_rest_only_changed<>():show_rest_only_changed

Emitted when the value of show_rest_only changes.

bool animate_physical_bones<>():bool
  • void set_animate_physical_bones ( bool value )

  • bool get_animate_physical_bones ( )

There is currently no description for this property. Please help us by contributing one!

float motion_scale<>():float

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.

bool show_rest_only<>():bool

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.

void add_bone<>( String name=, name:String=, ):void

Adds a bone, with name name. get_bone_count will become the bone index.

void clear_bones<>():void

Clear all the bones in this skeleton.

void clear_bones_global_pose_override<>():void

Removes the global pose override on all bones in the skeleton.

Skin create_skin_from_rest_transforms<>():Skin

There is currently no description for this method. Please help us by contributing one!

int find_bone<>( String name=, name:String=, ):int

Returns the bone index that matches name as its name.

void force_update_all_bone_transforms<>():void

Force updates the bone transforms/poses for all bones in the skeleton.

Deprecated. Do not use.

void force_update_bone_child_transform<>( int bone_idx=, bone_idx:int=, ):void

Force updates the bone transform for the bone at bone_idx and all of its children.

PackedInt32Array get_bone_children<>( int bone_idx=, bone_idx:int=, ):PackedInt32Array

Returns an array containing the bone indexes of all the children node of the passed in bone, bone_idx.

int get_bone_count<>():int

Returns the number of bones in the skeleton.

Transform3D get_bone_global_pose<>( int bone_idx=, bone_idx:int=, ):Transform3D

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.

Transform3D get_bone_global_pose_no_override<>( int bone_idx=, bone_idx:int=, ):Transform3D

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.

Transform3D get_bone_global_pose_override<>( int bone_idx=, bone_idx:int=, ):Transform3D

Returns the global pose override transform for bone_idx.

Transform3D get_bone_global_rest<>( int bone_idx=, bone_idx:int=, ):Transform3D

Returns the global rest transform for bone_idx.

String get_bone_name<>( int bone_idx=, bone_idx:int=, ):String

Returns the name of the bone at index bone_idx.

int get_bone_parent<>( int bone_idx=, bone_idx:int=, ):int

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.

Transform3D get_bone_pose<>( int bone_idx=, bone_idx:int=, ):Transform3D

Returns the pose transform of the specified bone.

Vector3 get_bone_pose_position<>( int bone_idx=, bone_idx:int=, ):Vector3

Returns the pose position of the bone at bone_idx. The returned Vector3 is in the local coordinate space of the Skeleton3D node.

Quaternion get_bone_pose_rotation<>( int bone_idx=, bone_idx:int=, ):Quaternion

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.

Vector3 get_bone_pose_scale<>( int bone_idx=, bone_idx:int=, ):Vector3

Returns the pose scale of the bone at bone_idx.

Transform3D get_bone_rest<>( int bone_idx=, bone_idx:int=, ):Transform3D

Returns the rest transform for a bone bone_idx.

PackedInt32Array get_parentless_bones<>():PackedInt32Array

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.

int get_version<>():int

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.

bool is_bone_enabled<>( int bone_idx=, bone_idx:int=, ):bool

Returns whether the bone pose for the bone at bone_idx is enabled.

void localize_rests<>():void

Returns all bones in the skeleton to their rest poses.

void physical_bones_add_collision_exception<>( RID exception=, exception:RID=, ):void

Adds a collision exception to the physical bone.

Works just like the RigidBody3D node.

void physical_bones_remove_collision_exception<>( RID exception=, exception:RID=, ):void

Removes a collision exception to the physical bone.

Works just like the RigidBody3D node.

void physical_bones_start_simulation<>( StringName=, StringName:=, ):void

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.

void physical_bones_stop_simulation<>():void

Tells the PhysicalBone3D nodes in the Skeleton to stop simulating.

SkinReference register_skin<>( Skin skin=, skin:Skin=, ):SkinReference

Binds the given Skin to the Skeleton.

void reset_bone_pose<>( int bone_idx=, bone_idx:int=, ):void

Sets the bone pose to rest for bone_idx.

void reset_bone_poses<>():void

Sets all bone poses to rests.

void set_bone_enabled<>( int bone_idx=, bone_idx:int=, bool enabled=true, enabled:bool=true, ):void

Disables the pose for the bone at bone_idx if false, enables the bone pose if true.

void set_bone_global_pose_override<>( int bone_idx=, bone_idx:int=, Transform3D pose=, pose:Transform3D=, float amount=, amount:float=, bool persistent=false, persistent:bool=false, ):void

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.

void set_bone_name<>( int bone_idx=, bone_idx:int=, String name=, name:String=, ):void

There is currently no description for this method. Please help us by contributing one!

void set_bone_parent<>( int bone_idx=, bone_idx:int=, int parent_idx=, parent_idx:int=, ):void

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.

void set_bone_pose_position<>( int bone_idx=, bone_idx:int=, Vector3 position=, position:Vector3=, ):void

Sets the pose position of the bone at bone_idx to position. position is a Vector3 describing a position local to the Skeleton3D node.

void set_bone_pose_rotation<>( int bone_idx=, bone_idx:int=, Quaternion rotation=, rotation:Quaternion=, ):void

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.

void set_bone_pose_scale<>( int bone_idx=, bone_idx:int=, Vector3 scale=, scale:Vector3=, ):void

Sets the pose scale of the bone at bone_idx to scale.

void set_bone_rest<>( int bone_idx=, bone_idx:int=, Transform3D rest=, rest:Transform3D=, ):void

Sets the rest transform for bone bone_idx.

void unparent_bone_and_rest<>( int bone_idx=, bone_idx:int=, ):void

Unparents the bone at bone_idx and sets its rest position to that of its parent prior to being reset.




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