<?xml version="1.0" encoding="UTF-8" ?> <class name="Skeleton2D" inherits="Node2D" version="4.0"> <brief_description> Skeleton for 2D characters and animated objects. </brief_description> <description> Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of [Bone2D]. Skeleton2D holds a reference to the rest pose of its children and acts as a single point of access to its bones. To setup different types of inverse kinematics for the given Skeleton2D, a [SkeletonModificationStack2D] should be created. They can be applied by creating the desired number of modifications, which can be done by increasing [member SkeletonModificationStack2D.modification_count]. </description> <tutorials> <link title="2D skeletons">https://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html</link> </tutorials> <methods> <method name="execute_modifications"> <return type="void" /> <argument index="0" name="delta" type="float" /> <argument index="1" name="execution_mode" type="int" /> <description> Executes all the modifications on the [SkeletonModificationStack2D], if the Skeleton3D has one assigned. </description> </method> <method name="get_bone"> <return type="Bone2D" /> <argument index="0" name="idx" type="int" /> <description> Returns a [Bone2D] from the node hierarchy parented by Skeleton2D. The object to return is identified by the parameter [code]idx[/code]. Bones are indexed by descending the node hierarchy from top to bottom, adding the children of each branch before moving to the next sibling. </description> </method> <method name="get_bone_count" qualifiers="const"> <return type="int" /> <description> Returns the number of [Bone2D] nodes in the node hierarchy parented by Skeleton2D. </description> </method> <method name="get_bone_local_pose_override"> <return type="Transform2D" /> <argument index="0" name="bone_idx" type="int" /> <description> Returns the local pose override transform for [code]bone_idx[/code]. </description> </method> <method name="get_modification_stack" qualifiers="const"> <return type="SkeletonModificationStack2D" /> <description> Returns the [SkeletonModificationStack2D] attached to this skeleton, if one exists. </description> </method> <method name="get_skeleton" qualifiers="const"> <return type="RID" /> <description> Returns the [RID] of a Skeleton2D instance. </description> </method> <method name="set_bone_local_pose_override"> <return type="void" /> <argument index="0" name="bone_idx" type="int" /> <argument index="1" name="override_pose" type="Transform2D" /> <argument index="2" name="strength" type="float" /> <argument index="3" name="persistent" type="bool" /> <description> Sets the local pose transform, [code]pose[/code], for the bone at [code]bone_idx[/code]. [code]amount[/code] is the interpolation strength that will be used when applying the pose, and [code]persistent[/code] determines if the applied pose will remain. [b]Note:[/b] The pose transform needs to be a local transform relative to the [Bone2D] node at [code]bone_idx[/code]! </description> </method> <method name="set_modification_stack"> <return type="void" /> <argument index="0" name="modification_stack" type="SkeletonModificationStack2D" /> <description> Sets the [SkeletonModificationStack2D] attached to this skeleton. </description> </method> </methods> <signals> <signal name="bone_setup_changed"> <description> Emitted when the [Bone2D] setup attached to this skeletons changes. This is primarily used internally within the skeleton. </description> </signal> </signals> </class>