Skeleton for characters and animated objects.
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.
Adds a bone, with name [code]name[/code]. [method get_bone_count] will become the bone index.
[i]Deprecated soon.[/i]
Clear all the bones in this skeleton.
Returns the bone index that matches [code]name[/code] as its name.
Returns the amount 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.
Returns the name of the bone at index [code]index[/code].
Returns the bone index which is the parent of the bone at [code]bone_idx[/code]. If -1, then bone has no parent.
[b]Note:[/b] The parent bone returned will always be less than [code]bone_idx[/code].
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.
Returns the rest transform for a bone [code]bone_idx[/code].
[i]Deprecated soon.[/i]
Sets the bone index [code]parent_idx[/code] as the parent of the bone at [code]bone_idx[/code]. If -1, then bone has no parent.
[b]Note:[/b] [code]parent_idx[/code] must be less than [code]bone_idx[/code].
Returns the pose transform for bone [code]bone_idx[/code].
Sets the rest transform for bone [code]bone_idx[/code].
[i]Deprecated soon.[/i]