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 ObjectNodeNode3DSkeletonModifier3D SpringBoneSimulator3D
A SkeletonModifier3D to apply inertial wavering to bone chains.

This SkeletonModifier3D can be used to wiggle hair, cloth, and tails. This modifier behaves differently from PhysicalBoneSimulator3D as it attempts to return the original pose after modification.

If you setup set_root_bone() and set_end_bone(), it is treated as one bone chain. Note that it does not support a branched chain like Y-shaped chains.

When a bone chain is created, an array is generated from the bones that exist in between and listed in the joint list.

Several properties can be applied to each joint, such as set_joint_stiffness(), set_joint_drag(), and set_joint_gravity().

For simplicity, you can set values to all joints at the same time by using a Curve. If you want to specify detailed values individually, set set_individual_config() to true.

For physical simulation, SpringBoneSimulator3D can have children as self-standing collisions that are not related to PhysicsServer3D, see also SpringBoneCollision3D.

Warning: A scaled SpringBoneSimulator3D will likely not behave as expected. Make sure that the parent Skeleton3D and its bones are not scaled.

Enum BoneDirection<>():Enum

BONE_DIRECTION_PLUS_X = 0

Enumerated value for the +X axis.


BONE_DIRECTION_MINUS_X = 1

Enumerated value for the -X axis.


BONE_DIRECTION_PLUS_Y = 2

Enumerated value for the +Y axis.


BONE_DIRECTION_MINUS_Y = 3

Enumerated value for the -Y axis.


BONE_DIRECTION_PLUS_Z = 4

Enumerated value for the +Z axis.


BONE_DIRECTION_MINUS_Z = 5

Enumerated value for the -Z axis.


BONE_DIRECTION_FROM_PARENT = 6

Enumerated value for the axis from a parent bone to the child bone.

Enum CenterFrom<>():Enum

CENTER_FROM_WORLD_ORIGIN = 0

The world origin is defined as center.


CENTER_FROM_NODE = 1

The Node3D specified by set_center_node() is defined as center.


CENTER_FROM_BONE = 2

The bone pose origin of the parent Skeleton3D specified by set_center_bone() is defined as center.

Enum RotationAxis<>():Enum

ROTATION_AXIS_X = 0

Enumerated value for the rotation of the X axis.


ROTATION_AXIS_Y = 1

Enumerated value for the rotation of the Y axis.


ROTATION_AXIS_Z = 2

Enumerated value for the rotation of the Z axis.


ROTATION_AXIS_ALL = 3

Enumerated value for the unconstrained rotation.

int setting_count<>():int

The number of settings.

bool are_all_child_collisions_enabled<>( int index=, index:int=, ):bool

Returns true if the all child SpringBoneCollision3Ds are contained in the collision list at index in the settings.

void clear_collisions<>( int index=, index:int=, ):void

Clears all collisions from the collision list at index in the settings when are_all_child_collisions_enabled() is false.

void clear_exclude_collisions<>( int index=, index:int=, ):void

Clears all exclude collisions from the collision list at index in the settings when are_all_child_collisions_enabled() is true.

void clear_settings<>():void

Clears all settings.

int get_center_bone<>( int index=, index:int=, ):int

Returns the center bone index of the bone chain.

String get_center_bone_name<>( int index=, index:int=, ):String

Returns the center bone name of the bone chain.

CenterFrom get_center_from<>( int index=, index:int=, ):CenterFrom

Returns what the center originates from in the bone chain.

NodePath get_center_node<>( int index=, index:int=, ):NodePath

Returns the center node path of the bone chain.

int get_collision_count<>( int index=, index:int=, ):int

Returns the collision count of the bone chain's collision list when are_all_child_collisions_enabled() is false.

NodePath get_collision_path<>( int index=, index:int=, int collision=, collision:int=, ):NodePath

Returns the node path of the SpringBoneCollision3D at collision in the bone chain's collision list when are_all_child_collisions_enabled() is false.

float get_drag<>( int index=, index:int=, ):float

Returns the drag force damping curve of the bone chain.

Curve get_drag_damping_curve<>( int index=, index:int=, ):Curve

Returns the drag force damping curve of the bone chain.

int get_end_bone<>( int index=, index:int=, ):int

Returns the end bone index of the bone chain.

BoneDirection get_end_bone_direction<>( int index=, index:int=, ):BoneDirection

Returns the end bone's tail direction of the bone chain when is_end_bone_extended() is true.

float get_end_bone_length<>( int index=, index:int=, ):float

Returns the end bone's tail length of the bone chain when is_end_bone_extended() is true.

String get_end_bone_name<>( int index=, index:int=, ):String

Returns the end bone name of the bone chain.

int get_exclude_collision_count<>( int index=, index:int=, ):int

Returns the exclude collision count of the bone chain's exclude collision list when are_all_child_collisions_enabled() is true.

NodePath get_exclude_collision_path<>( int index=, index:int=, int collision=, collision:int=, ):NodePath

Returns the node path of the SpringBoneCollision3D at collision in the bone chain's exclude collision list when are_all_child_collisions_enabled() is true.

float get_gravity<>( int index=, index:int=, ):float

Returns the gravity amount of the bone chain.

Curve get_gravity_damping_curve<>( int index=, index:int=, ):Curve

Returns the gravity amount damping curve of the bone chain.

Vector3 get_gravity_direction<>( int index=, index:int=, ):Vector3

Returns the gravity direction of the bone chain.

int get_joint_bone<>( int index=, index:int=, int joint=, joint:int=, ):int

Returns the bone index at joint in the bone chain's joint list.

String get_joint_bone_name<>( int index=, index:int=, int joint=, joint:int=, ):String

Returns the bone name at joint in the bone chain's joint list.

int get_joint_count<>( int index=, index:int=, ):int

Returns the joint count of the bone chain's joint list.

float get_joint_drag<>( int index=, index:int=, int joint=, joint:int=, ):float

Returns the drag force at joint in the bone chain's joint list.

float get_joint_gravity<>( int index=, index:int=, int joint=, joint:int=, ):float

Returns the gravity amount at joint in the bone chain's joint list.

Vector3 get_joint_gravity_direction<>( int index=, index:int=, int joint=, joint:int=, ):Vector3

Returns the gravity direction at joint in the bone chain's joint list.

float get_joint_radius<>( int index=, index:int=, int joint=, joint:int=, ):float

Returns the radius at joint in the bone chain's joint list.

RotationAxis get_joint_rotation_axis<>( int index=, index:int=, int joint=, joint:int=, ):RotationAxis

Returns the rotation axis at joint in the bone chain's joint list.

float get_joint_stiffness<>( int index=, index:int=, int joint=, joint:int=, ):float

Returns the stiffness force at joint in the bone chain's joint list.

float get_radius<>( int index=, index:int=, ):float

Returns the joint radius of the bone chain.

Curve get_radius_damping_curve<>( int index=, index:int=, ):Curve

Returns the joint radius damping curve of the bone chain.

int get_root_bone<>( int index=, index:int=, ):int

Returns the root bone index of the bone chain.

String get_root_bone_name<>( int index=, index:int=, ):String

Returns the root bone name of the bone chain.

RotationAxis get_rotation_axis<>( int index=, index:int=, ):RotationAxis

Returns the rotation axis of the bone chain.

float get_stiffness<>( int index=, index:int=, ):float

Returns the stiffness force of the bone chain.

Curve get_stiffness_damping_curve<>( int index=, index:int=, ):Curve

Returns the stiffness force damping curve of the bone chain.

bool is_config_individual<>( int index=, index:int=, ):bool

Returns true if the config can be edited individually for each joint.

bool is_end_bone_extended<>( int index=, index:int=, ):bool

Returns true if the end bone is extended to have the tail.

void reset<>():void

Resets a simulating state with respect to the current bone pose.

It is useful to prevent the simulation result getting violent. For example, calling this immediately after a call to AnimationPlayer.play() without a fading, or within the previous SkeletonModifier3D.modification_processed signal if it's condition changes significantly.

void set_center_bone<>( int index=, index:int=, int bone=, bone:int=, ):void

Sets the center bone index of the bone chain.

void set_center_bone_name<>( int index=, index:int=, String bone_name=, bone_name:String=, ):void

Sets the center bone name of the bone chain.

void set_center_from<>( int index=, index:int=, CenterFrom center_from=, center_from:CenterFrom=, ):void

Sets what the center originates from in the bone chain.

Bone movement is calculated based on the difference in relative distance between center and bone in the previous and next frames.

For example, if the parent Skeleton3D is used as the center, the bones are considered to have not moved if the Skeleton3D moves in the world.

In this case, only a change in the bone pose is considered to be a bone movement.

void set_center_node<>( int index=, index:int=, NodePath node_path=, node_path:NodePath=, ):void

Sets the center node path of the bone chain.

void set_collision_count<>( int index=, index:int=, int count=, count:int=, ):void

Sets the number of collisions in the collision list at index in the settings when are_all_child_collisions_enabled() is false.

void set_collision_path<>( int index=, index:int=, int collision=, collision:int=, NodePath node_path=, node_path:NodePath=, ):void

Sets the node path of the SpringBoneCollision3D at collision in the bone chain's collision list when are_all_child_collisions_enabled() is false.

void set_drag<>( int index=, index:int=, float drag=, drag:float=, ):void

Sets the drag force of the bone chain. The greater the value, the more suppressed the wiggling.

The value is scaled by set_drag_damping_curve() and cached in each joint setting in the joint list.

void set_drag_damping_curve<>( int index=, index:int=, Curve curve=, curve:Curve=, ):void

Sets the drag force damping curve of the bone chain.

void set_enable_all_child_collisions<>( int index=, index:int=, bool enabled=, enabled:bool=, ):void

If sets enabled to true, the all child SpringBoneCollision3Ds are collided and set_exclude_collision_path() is enabled as an exclusion list at index in the settings.

If sets enabled to false, you need to manually register all valid collisions with set_collision_path().

void set_end_bone<>( int index=, index:int=, int bone=, bone:int=, ):void

Sets the end bone index of the bone chain.

void set_end_bone_direction<>( int index=, index:int=, BoneDirection bone_direction=, bone_direction:BoneDirection=, ):void

Sets the end bone tail direction of the bone chain when is_end_bone_extended() is true.

void set_end_bone_length<>( int index=, index:int=, float length=, length:float=, ):void

Sets the end bone tail length of the bone chain when is_end_bone_extended() is true.

void set_end_bone_name<>( int index=, index:int=, String bone_name=, bone_name:String=, ):void

Sets the end bone name of the bone chain.

Note: End bone must be the root bone or a child of the root bone. If they are the same, the tail must be extended by set_extend_end_bone() to jiggle the bone.

void set_exclude_collision_count<>( int index=, index:int=, int count=, count:int=, ):void

Sets the number of exclude collisions in the exclude collision list at index in the settings when are_all_child_collisions_enabled() is true.

void set_exclude_collision_path<>( int index=, index:int=, int collision=, collision:int=, NodePath node_path=, node_path:NodePath=, ):void

Sets the node path of the SpringBoneCollision3D at collision in the bone chain's exclude collision list when are_all_child_collisions_enabled() is true.

void set_extend_end_bone<>( int index=, index:int=, bool enabled=, enabled:bool=, ):void

If enabled is true, the end bone is extended to have the tail.

The extended tail config is allocated to the last element in the joint list.

In other words, if you set enabled is false, the config of last element in the joint list has no effect in the simulated result.

void set_gravity<>( int index=, index:int=, float gravity=, gravity:float=, ):void

Sets the gravity amount of the bone chain. This value is not an acceleration, but a constant velocity of movement in set_gravity_direction().

If gravity is not 0, the modified pose will not return to the original pose since it is always affected by gravity.

The value is scaled by set_gravity_damping_curve() and cached in each joint setting in the joint list.

void set_gravity_damping_curve<>( int index=, index:int=, Curve curve=, curve:Curve=, ):void

Sets the gravity amount damping curve of the bone chain.

void set_gravity_direction<>( int index=, index:int=, Vector3 gravity_direction=, gravity_direction:Vector3=, ):void

Sets the gravity direction of the bone chain. This value is internally normalized and then multiplied by set_gravity().

The value is cached in each joint setting in the joint list.

void set_individual_config<>( int index=, index:int=, bool enabled=, enabled:bool=, ):void

If enabled is true, the config can be edited individually for each joint.

void set_joint_drag<>( int index=, index:int=, int joint=, joint:int=, float drag=, drag:float=, ):void

Sets the drag force at joint in the bone chain's joint list when is_config_individual() is true.

void set_joint_gravity<>( int index=, index:int=, int joint=, joint:int=, float gravity=, gravity:float=, ):void

Sets the gravity amount at joint in the bone chain's joint list when is_config_individual() is true.

void set_joint_gravity_direction<>( int index=, index:int=, int joint=, joint:int=, Vector3 gravity_direction=, gravity_direction:Vector3=, ):void

Sets the gravity direction at joint in the bone chain's joint list when is_config_individual() is true.

void set_joint_radius<>( int index=, index:int=, int joint=, joint:int=, float radius=, radius:float=, ):void

Sets the joint radius at joint in the bone chain's joint list when is_config_individual() is true.

void set_joint_rotation_axis<>( int index=, index:int=, int joint=, joint:int=, RotationAxis axis=, axis:RotationAxis=, ):void

Sets the rotation axis at joint in the bone chain's joint list when is_config_individual() is true.

void set_joint_stiffness<>( int index=, index:int=, int joint=, joint:int=, float stiffness=, stiffness:float=, ):void

Sets the stiffness force at joint in the bone chain's joint list when is_config_individual() is true.

void set_radius<>( int index=, index:int=, float radius=, radius:float=, ):void

Sets the joint radius of the bone chain. It is used to move and slide with the SpringBoneCollision3D in the collision list.

The value is scaled by set_radius_damping_curve() and cached in each joint setting in the joint list.

void set_radius_damping_curve<>( int index=, index:int=, Curve curve=, curve:Curve=, ):void

Sets the joint radius damping curve of the bone chain.

void set_root_bone<>( int index=, index:int=, int bone=, bone:int=, ):void

Sets the root bone index of the bone chain.

void set_root_bone_name<>( int index=, index:int=, String bone_name=, bone_name:String=, ):void

Sets the root bone name of the bone chain.

void set_rotation_axis<>( int index=, index:int=, RotationAxis axis=, axis:RotationAxis=, ):void

Sets the rotation axis of the bone chain. If sets a specific axis, it acts like a hinge joint.

The value is cached in each joint setting in the joint list.

Note: The rotation axis and the forward vector shouldn't be colinear to avoid unintended rotation since SpringBoneSimulator3D does not factor in twisting forces.

void set_stiffness<>( int index=, index:int=, float stiffness=, stiffness:float=, ):void

Sets the stiffness force of the bone chain. The greater the value, the faster it recovers to its initial pose.

If stiffness is 0, the modified pose will not return to the original pose.

The value is scaled by set_stiffness_damping_curve() and cached in each joint setting in the joint list.

void set_stiffness_damping_curve<>( int index=, index:int=, Curve curve=, curve:Curve=, ):void

Sets the stiffness force damping curve of the bone chain.




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