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.

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

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

Signal bone_list_changed<>():Signal

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

Signal pose_updated<>():Signal

Emitted when the pose is updated.

Note: During the update process, this signal is not fired, so modification by SkeletonModifier3D is not detected.

Signal rest_updated<>():Signal

Emitted when the rest is updated.

Signal show_rest_only_changed<>():Signal

Emitted when the value of show_rest_only changes.

Signal skeleton_updated<>():Signal

Emitted when the final pose has been calculated will be applied to the skin in the update process.

This means that all SkeletonModifier3D processing is complete. In order to detect the completion of the processing of each SkeletonModifier3D, use SkeletonModifier3D.modification_processed.

Enum ModifierCallbackModeProcess<>():Enum

MODIFIER_CALLBACK_MODE_PROCESS_PHYSICS = 0

Set a flag to process modification during physics frames (see Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS).


MODIFIER_CALLBACK_MODE_PROCESS_IDLE = 1

Set a flag to process modification during process frames (see Node.NOTIFICATION_INTERNAL_PROCESS).

bool animate_physical_bones<>():bool

Deprecated: This property may be changed or removed in future versions.

If you follow the recommended workflow and explicitly have PhysicalBoneSimulator3D as a child of Skeleton3D, you can control whether it is affected by raycasting without running physical_bones_start_simulation(), by its SkeletonModifier3D.active.

However, for old (deprecated) configurations, Skeleton3D has an internal virtual PhysicalBoneSimulator3D for compatibility. This property controls the internal virtual PhysicalBoneSimulator3D's SkeletonModifier3D.active.

ModifierCallbackModeProcess modifier_callback_mode_process<>():ModifierCallbackModeProcess

Sets the processing timing for the Modifier.

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.

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

Adds a new bone with the given name. Returns the new bone's index, or -1 if this method fails.

Note: Bone names should be unique, non empty, and cannot include the : and / characters.

void clear_bones<>():void

Clear all the bones in this skeleton.

void clear_bones_global_pose_override<>():void

Deprecated: This method may be changed or removed in future versions.

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. Returns -1 if no bone with this name exists.

void force_update_all_bone_transforms<>():void

Deprecated: This method should only be called internally.

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

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 child 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.

Note: This is the global pose you set to the skeleton in the process, the final global pose can get overridden by modifiers in the deferred process, if you want to access the final global pose, use SkeletonModifier3D.modification_processed.

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

Deprecated: This method may be changed or removed in future versions.

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

Deprecated: This method may be changed or removed in future versions.

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.

Variant get_bone_meta<>( int bone_idx=, bone_idx:int=, StringName key=, key:StringName=, ):Variant

Returns bone metadata for bone_idx with key.

Array get_bone_meta_list<>( int bone_idx=, bone_idx:int=, ):Array

Returns a list of all metadata keys 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.

Note: This is the pose you set to the skeleton in the process, the final pose can get overridden by modifiers in the deferred process, if you want to access the final pose, use SkeletonModifier3D.modification_processed.

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.

StringName get_concatenated_bone_names<>():StringName

Returns all bone names concatenated with commas (,) as a single StringName.

It is useful to set it as a hint for the enum property.

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 has_bone_meta<>( int bone_idx=, bone_idx:int=, StringName key=, key:StringName=, ):bool

Returns whether there exists any bone metadata for bone_idx with key key.

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

Deprecated: This method may be changed or removed in future versions.

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

Deprecated: This method may be changed or removed in future versions.

Removes a collision exception to the physical bone.

Works just like the RigidBody3D node.

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

Deprecated: This method may be changed or removed in future versions.

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

Deprecated: This method may be changed or removed in future versions.

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<>( int bone_idx=, bone_idx:int=, Transform3D pose=, pose:Transform3D=, ):void

Sets the global pose transform, pose, for the bone at bone_idx.

Note: If other bone poses have been changed, this method executes a dirty poses recalculation and will cause performance to deteriorate. If you know that multiple global poses will be applied, consider using set_bone_pose() with precalculation.

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

Deprecated: This method may be changed or removed in future versions.

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_meta<>( int bone_idx=, bone_idx:int=, StringName key=, key:StringName=, Variant value=, value:Variant=, ):void

Sets bone metadata for bone_idx, will set the key meta to value.

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

Sets the bone name, name, for the bone at bone_idx.

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<>( int bone_idx=, bone_idx:int=, Transform3D pose=, pose:Transform3D=, ):void

Sets the pose transform, pose, for the bone at 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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