<?xml version="1.0" encoding="UTF-8" ?> <class name="Skeleton3D" inherits="Node3D" version="4.0"> <brief_description> Skeleton for characters and animated objects. </brief_description> <description> Skeleton3D 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. </description> <tutorials> <link title="3D Inverse Kinematics Demo">https://godotengine.org/asset-library/asset/523</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> <method name="add_bone"> <return type="void"> </return> <argument index="0" name="name" type="String"> </argument> <description> Adds a bone, with name [code]name[/code]. [method get_bone_count] will become the bone index. </description> </method> <method name="bind_child_node_to_bone"> <return type="void"> </return> <argument index="0" name="bone_idx" type="int"> </argument> <argument index="1" name="node" type="Node"> </argument> <description> [i]Deprecated soon.[/i] </description> </method> <method name="bone_transform_to_world_transform"> <return type="Transform"> </return> <argument index="0" name="bone_transform" type="Transform"> </argument> <description> Takes the given bone pose/transform and converts it to a world transform, relative to the [Skeleton3D] node. This is useful for using the bone transform in calculations with transforms from [Node3D]-based nodes. </description> </method> <method name="clear_bones"> <return type="void"> </return> <description> Clear all the bones in this skeleton. </description> </method> <method name="clear_bones_global_pose_override"> <return type="void"> </return> <description> Removes the global pose override on all bones in the skeleton. </description> </method> <method name="find_bone" qualifiers="const"> <return type="int"> </return> <argument index="0" name="name" type="String"> </argument> <description> Returns the bone index that matches [code]name[/code] as its name. </description> </method> <method name="get_bone_count" qualifiers="const"> <return type="int"> </return> <description> Returns the amount of bones in the skeleton. </description> </method> <method name="get_bone_custom_pose" qualifiers="const"> <return type="Transform"> </return> <argument index="0" name="bone_idx" type="int"> </argument> <description> Returns the custom pose of the specified bone. Custom pose is applied on top of the rest pose. </description> </method> <method name="get_bone_global_pose" qualifiers="const"> <return type="Transform"> </return> <argument index="0" name="bone_idx" type="int"> </argument> <description> 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. </description> </method> <method name="get_bone_name" qualifiers="const"> <return type="String"> </return> <argument index="0" name="bone_idx" type="int"> </argument> <description> Returns the name of the bone at index [code]index[/code]. </description> </method> <method name="get_bone_parent" qualifiers="const"> <return type="int"> </return> <argument index="0" name="bone_idx" type="int"> </argument> <description> 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]. </description> </method> <method name="get_bone_pose" qualifiers="const"> <return type="Transform"> </return> <argument index="0" name="bone_idx" type="int"> </argument> <description> 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. </description> </method> <method name="get_bone_process_orders"> <return type="PackedInt32Array"> </return> <description> </description> </method> <method name="get_bone_rest" qualifiers="const"> <return type="Transform"> </return> <argument index="0" name="bone_idx" type="int"> </argument> <description> Returns the rest transform for a bone [code]bone_idx[/code]. </description> </method> <method name="get_bound_child_nodes_to_bone" qualifiers="const"> <return type="Array"> </return> <argument index="0" name="bone_idx" type="int"> </argument> <description> [i]Deprecated soon.[/i] </description> </method> <method name="is_bone_rest_disabled" qualifiers="const"> <return type="bool"> </return> <argument index="0" name="bone_idx" type="int"> </argument> <description> Returns whether the bone rest for the bone at [code]bone_idx[/code] is disabled. </description> </method> <method name="localize_rests"> <return type="void"> </return> <description> Returns all bones in the skeleton to their rest poses. </description> </method> <method name="physical_bones_add_collision_exception"> <return type="void"> </return> <argument index="0" name="exception" type="RID"> </argument> <description> Adds a collision exception to the physical bone. Works just like the [RigidBody3D] node. </description> </method> <method name="physical_bones_remove_collision_exception"> <return type="void"> </return> <argument index="0" name="exception" type="RID"> </argument> <description> Removes a collision exception to the physical bone. Works just like the [RigidBody3D] node. </description> </method> <method name="physical_bones_start_simulation"> <return type="void"> </return> <argument index="0" name="bones" type="StringName[]" default="[ ]"> </argument> <description> Tells the [PhysicalBone3D] nodes in the Skeleton to start simulating and reacting to the physics world. Optionally, a list of bone names can be passed-in, allowing only the passed-in bones to be simulated. </description> </method> <method name="physical_bones_stop_simulation"> <return type="void"> </return> <description> Tells the [PhysicalBone3D] nodes in the Skeleton to stop simulating. </description> </method> <method name="register_skin"> <return type="SkinReference"> </return> <argument index="0" name="skin" type="Skin"> </argument> <description> Binds the given Skin to the Skeleton. </description> </method> <method name="set_bone_custom_pose"> <return type="void"> </return> <argument index="0" name="bone_idx" type="int"> </argument> <argument index="1" name="custom_pose" type="Transform"> </argument> <description> Sets the custom pose transform, [code]custom_pose[/code], for the bone at [code]bone_idx[/code]. This pose is an addition to the bone rest pose. [b]Note[/b]: The pose transform needs to be in bone space. Use [method world_transform_to_bone_transform] to convert a world transform, like one you can get from a [Node3D], to bone space. </description> </method> <method name="set_bone_disable_rest"> <return type="void"> </return> <argument index="0" name="bone_idx" type="int"> </argument> <argument index="1" name="disable" type="bool"> </argument> <description> Disables the rest pose for the bone at [code]bone_idx[/code] if [code]true[/code], enables the bone rest if [code]false[/code]. </description> </method> <method name="set_bone_global_pose_override"> <return type="void"> </return> <argument index="0" name="bone_idx" type="int"> </argument> <argument index="1" name="pose" type="Transform"> </argument> <argument index="2" name="amount" type="float"> </argument> <argument index="3" name="persistent" type="bool" default="false"> </argument> <description> Sets the global 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 in bone space. Use [method world_transform_to_bone_transform] to convert a world transform, like one you can get from a [Node3D], to bone space. </description> </method> <method name="set_bone_name"> <return type="void"> </return> <argument index="0" name="bone_idx" type="int"> </argument> <argument index="1" name="name" type="String"> </argument> <description> </description> </method> <method name="set_bone_parent"> <return type="void"> </return> <argument index="0" name="bone_idx" type="int"> </argument> <argument index="1" name="parent_idx" type="int"> </argument> <description> 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]. </description> </method> <method name="set_bone_pose"> <return type="void"> </return> <argument index="0" name="bone_idx" type="int"> </argument> <argument index="1" name="pose" type="Transform"> </argument> <description> Sets the pose transform for bone [code]bone_idx[/code]. [b]Note[/b]: The pose transform needs to be in bone space. Use [method world_transform_to_bone_transform] to convert a world transform, like one you can get from a [Node3D], to bone space. </description> </method> <method name="set_bone_rest"> <return type="void"> </return> <argument index="0" name="bone_idx" type="int"> </argument> <argument index="1" name="rest" type="Transform"> </argument> <description> Sets the rest transform for bone [code]bone_idx[/code]. </description> </method> <method name="unbind_child_node_from_bone"> <return type="void"> </return> <argument index="0" name="bone_idx" type="int"> </argument> <argument index="1" name="node" type="Node"> </argument> <description> [i]Deprecated soon.[/i] </description> </method> <method name="unparent_bone_and_rest"> <return type="void"> </return> <argument index="0" name="bone_idx" type="int"> </argument> <description> Unparents the bone at [code]bone_idx[/code] and sets its rest position to that of its parent prior to being reset. </description> </method> <method name="world_transform_to_bone_transform"> <return type="Transform"> </return> <argument index="0" name="world_transform" type="Transform"> </argument> <description> Takes the given world transform, relative to the [Skeleton3D], and converts it to a bone pose/transform. This is useful for using setting bone poses using transforms from [Node3D]-based nodes. </description> </method> </methods> <members> <member name="animate_physical_bones" type="bool" setter="set_animate_physical_bones" getter="get_animate_physical_bones" default="true"> </member> </members> <signals> <signal name="pose_updated"> <description> </description> </signal> </signals> <constants> <constant name="NOTIFICATION_UPDATE_SKELETON" value="50"> </constant> </constants> </class>