Skeleton for characters and animated objects.
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.
https://godotengine.org/asset-library/asset/523
https://godotengine.org/asset-library/asset/678
Adds a bone, with name [code]name[/code]. [method get_bone_count] will become the bone index.
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.
Clear all the bones in this skeleton.
Removes the global pose override on all bones in the skeleton.
Removes the local pose override on all bones in the skeleton.
Executes all the modifications on the [SkeletonModificationStack3D], if the Skeleton3D has one assigned.
Returns the bone index that matches [code]name[/code] as its name.
Force updates the bone transforms/poses for all bones in the skeleton.
Force updates the bone transform for the bone at [code]bone_idx[/code] and all of its children.
Returns an array containing the bone indexes of all the children node of the passed in bone, [code]bone_idx[/code].
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 overall transform of the specified bone, with respect to the skeleton, but without any global pose overrides. Being relative to the skeleton frame, this is not the actual "global" transform of the bone.
Returns the local pose override transform for [code]bone_idx[/code].
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].
Returns the modification stack attached to this skeleton, if one exists.
Returns an array with all of the bones that are parentless. Another way to look at this is that it returns the indexes of all the bones that are not dependent or modified by other bones in the Skeleton.
Takes the passed-in global pose and converts it to local pose transform.
This can be used to easily convert a global pose from [method get_bone_global_pose] to a global transform in [method set_bone_local_pose_override].
Takes the passed-in global pose and converts it to a world transform.
This can be used to easily convert a global pose from [method get_bone_global_pose] to a global transform usable with a node's transform, like [member Node3D.global_transform] for example.
Rotates the given [Basis] so that the forward axis of the Basis is facing in the forward direction of the bone at [code]bone_idx[/code].
This is helper function to make using [method Transform3D.looking_at] easier with bone poses.
Returns whether the bone pose for the bone at [code]bone_idx[/code] is enabled.
Converts the passed-in local pose to a global pose relative to the inputted bone, [code]bone_idx[/code].
This could be used to convert [method get_bone_pose] for use with the [method set_bone_global_pose_override] function.
Returns all bones in the skeleton to their rest poses.
Adds a collision exception to the physical bone.
Works just like the [RigidDynamicBody3D] node.
Removes a collision exception to the physical bone.
Works just like the [RigidDynamicBody3D] node.
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.
Tells the [PhysicalBone3D] nodes in the Skeleton to stop simulating.
Binds the given Skin to the Skeleton.
Removes the passed in child bone index, [code]child_bone_idx[/code], from the passed-in bone, [code]bone_idx[/code], if it exists.
[b]Note:[/b] This does not remove the child bone, but instead it removes the connection it has to the parent bone.
Sets the children for the passed in bone, [code]bone_idx[/code], to the passed-in array of bone indexes, [code]bone_children[/code].
Disables the pose for the bone at [code]bone_idx[/code] if [code]false[/code], enables the bone pose if [code]true[/code].
Sets the global pose transform, [code]pose[/code], for the bone at [code]bone_idx[/code].
[code]amount[/code] is the interpolation strengh 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 global pose! Use [method world_transform_to_global_pose] to convert a world transform, like one you can get from a [Node3D], to a global pose.
Sets the local pose transform, [code]pose[/code], for the bone at [code]bone_idx[/code].
[code]amount[/code] is the interpolation strengh 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 pose! Use [method global_pose_to_local_pose] to convert a global pose to a local pose.
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].
Sets the rest transform for bone [code]bone_idx[/code].
Sets the modification stack for this skeleton to the passed-in modification stack, [code]modification_stack[/code].
Unparents the bone at [code]bone_idx[/code] and sets its rest position to that of its parent prior to being reset.
Takes the passed-in global transform and converts it to a global pose.
This can be used to easily convert a global transform from [member Node3D.global_transform] to a global pose usable with [method set_bone_global_pose_override], for example.
This signal is emitted when one of the bones in the Skeleton3D node have changed their pose. This is used to inform nodes that rely on bone positions that one of the bones in the Skeleton3D have changed their transform/pose.