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.
There is currently no description for this signal. Please help us by contributing one!
Emitted when the pose is updated.
Note: During the update process, this signal is not fired, so modification by SkeletonModifier3D is not detected.
Emitted when the rest is updated.
Emitted when the value of show_rest_only changes.
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.
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).
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.
Sets the processing timing for the Modifier.
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 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.
Clear all the bones in this skeleton.
Deprecated: This method may be changed or removed in future versions.
Removes the global pose override on all bones in the skeleton.
There is currently no description for this method. Please help us by contributing one!
Returns the bone index that matches name
as its name. Returns -1
if no bone with this name exists.
Deprecated: This method should only be called internally.
Force updates the bone transforms/poses for all bones in the skeleton.
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 child 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.
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.
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.
Deprecated: This method may be changed or removed in future versions.
Returns the global pose override transform for bone_idx
.
Returns the global rest transform for bone_idx
.
Returns bone metadata for bone_idx
with key
.
Returns a list of all metadata keys 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.
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.
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 all bone names concatenated with commas (,
) as a single StringName.
It is useful to set it as a hint for the enum property.
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 there exists any bone metadata for bone_idx
with key key
.
Returns whether the bone pose for the bone at bone_idx
is enabled.
Returns all bones in the skeleton to their rest poses.
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.
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.
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.
Deprecated: This method may be changed or removed in future versions.
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
.
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.
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.
Sets bone metadata for bone_idx
, will set the key
meta to value
.
Sets the bone name, name
, for the bone at bone_idx
.
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, pose
, for the bone at 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.