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 SkeletonModifier3D
A node that may modify Skeleton3D's bone.

SkeletonModifier3D retrieves a target Skeleton3D by having a Skeleton3D parent.

If there is AnimationMixer, modification always performs after playback process of the AnimationMixer.

This node should be used to implement custom IK solvers, constraints, or skeleton physics.

Signal modification_processed<>():Signal

Notifies when the modification have been finished.

Note: If you want to get the modified bone pose by the modifier, you must use Skeleton3D.get_bone_pose() or Skeleton3D.get_bone_global_pose() at the moment this signal is fired.

Enum BoneAxis<>():Enum

BONE_AXIS_PLUS_X = 0

Enumerated value for the +X axis.


BONE_AXIS_MINUS_X = 1

Enumerated value for the -X axis.


BONE_AXIS_PLUS_Y = 2

Enumerated value for the +Y axis.


BONE_AXIS_MINUS_Y = 3

Enumerated value for the -Y axis.


BONE_AXIS_PLUS_Z = 4

Enumerated value for the +Z axis.


BONE_AXIS_MINUS_Z = 5

Enumerated value for the -Z axis.

bool active<>():bool

If true, the SkeletonModifier3D will be processing.

float influence<>():float

Sets the influence of the modification.

Note: This value is used by Skeleton3D to blend, so the SkeletonModifier3D should always apply only 100% of the result without interpolation.

void _process_modification<>():void

Override this virtual method to implement a custom skeleton modifier. You should do things like get the Skeleton3D's current pose and apply the pose here.

_process_modification() must not apply influence to bone poses because the Skeleton3D automatically applies influence to all bone poses set by the modifier.

Skeleton3D get_skeleton<>():Skeleton3D

Get parent Skeleton3D node if found.




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