Skeleton for characters and animated objects.
    public class Skeleton : Spatial

Skeleton provides a hierarchical interface for managing 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 the following hierarchical order: rest pose, custom pose and pose.

Note that “global pose” below refers to the overall transform of the bone with respect to skeleton, so it not the actual global/world transform of the bone.

Inheritance Chain

Static Fields

    public const Int32 NotificationUpdateSkeleton = 50

Constructors

    public Skeleton()

Methods

    public void AddBone(string name)

Adds a bone, with name name. GetBoneCount() will become the bone index.

    public void BindChildNodeToBone(int boneIdx, Node node)

Deprecated soon.

    public void ClearBones()

Clear all the bones in this skeleton.

    public int FindBone(string name)

Returns the bone index that matches name as its name.

    public int GetBoneCount()

Returns the amount of bones in the skeleton.

    public Transform GetBoneCustomPose(int boneIdx)

Returns the custom pose of the specified bone. Custom pose is applied on top of the rest pose.

    public Transform GetBoneGlobalPose(int boneIdx)

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.

    public string GetBoneName(int boneIdx)

Returns the name of the bone at index index.

    public int GetBoneParent(int boneIdx)

Returns the bone index which is the parent of the bone at boneIdx. If -1, then bone has no parent.

Note: The parent bone returned will always be less than boneIdx.

    public Transform GetBonePose(int boneIdx)

Returns the pose transform of the specified bone. Pose is applied on top of the custom pose, which is applied on top the rest pose.

    public Transform GetBoneRest(int boneIdx)

Returns the rest transform for a bone boneIdx.

    public Godot.Collections.Array GetBoundChildNodesToBone(int boneIdx)

Deprecated soon.

    public bool IsBoneRestDisabled(int boneIdx)

    public void LocalizeRests()

    public void PhysicalBonesAddCollisionException(RID exception)

    public void PhysicalBonesRemoveCollisionException(RID exception)

    public void PhysicalBonesStartSimulation(Godot.Collections.Array bones = null)

    public void PhysicalBonesStopSimulation()

    public SkinReference RegisterSkin(Skin skin)

    public void SetBoneCustomPose(int boneIdx, Transform customPose)

    public void SetBoneDisableRest(int boneIdx, bool disable)

    public void SetBoneGlobalPoseOverride(int boneIdx, Transform pose, float amount, bool persistent = false)

    public void SetBoneParent(int boneIdx, int parentIdx)

Sets the bone index parentIdx as the parent of the bone at boneIdx. If -1, then bone has no parent.

Note: parentIdx must be less than boneIdx.

    public void SetBonePose(int boneIdx, Transform pose)

Returns the pose transform for bone boneIdx.

    public void SetBoneRest(int boneIdx, Transform rest)

Sets the rest transform for bone boneIdx.

    public void UnbindChildNodeFromBone(int boneIdx, Node node)

Deprecated soon.

    public void UnparentBoneAndRest(int boneIdx)
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