Profile of a virtual skeleton used as a target for retargeting.
This resource is used in [EditorScenePostImport]. Some parameters are referring to bones in [Skeleton3D], [Skin], [Animation], and some other nodes are rewritten based on the parameters of [SkeletonProfile].
Returns the bone index that matches [code]bone_name[/code] as its name.
Returns the name of the bone at [code]bone_idx[/code] that will be the key name in the [BoneMap].
In the retargeting process, the returned bone name is the bone name of the target skeleton.
Returns the name of the bone which is the parent to the bone at [code]bone_idx[/code]. The result is empty if the bone has no parent.
Returns the name of the bone which is the tail of the bone at [code]bone_idx[/code].
Returns the group of the bone at [code]bone_idx[/code].
Returns the name of the group at [code]group_idx[/code] that will be the drawing group in the [BoneMap] editor.
Returns the offset of the bone at [code]bone_idx[/code] that will be the button position in the [BoneMap] editor.
This is the offset with origin at the top left corner of the square.
Returns the reference pose transform for bone [code]bone_idx[/code].
Returns the tail direction of the bone at [code]bone_idx[/code].
Returns the texture of the group at [code]group_idx[/code] that will be the drawing group background image in the [BoneMap] editor.
Sets the name of the bone at [code]bone_idx[/code] that will be the key name in the [BoneMap].
In the retargeting process, the setting bone name is the bone name of the target skeleton.
Sets the bone with name [code]bone_parent[/code] as the parent of the bone at [code]bone_idx[/code]. If an empty string is passed, then the bone has no parent.
Sets the bone with name [code]bone_tail[/code] as the tail of the bone at [code]bone_idx[/code].
Sets the group of the bone at [code]bone_idx[/code].
Sets the name of the group at [code]group_idx[/code] that will be the drawing group in the [BoneMap] editor.
Sets the offset of the bone at [code]bone_idx[/code] that will be the button position in the [BoneMap] editor.
This is the offset with origin at the top left corner of the square.
Sets the reference pose transform for bone [code]bone_idx[/code].
Sets the tail direction of the bone at [code]bone_idx[/code].
[b]Note:[/b] This only specifies the method of calculation. The actual coordinates required should be stored in an external skeleton, so the calculation itself needs to be done externally.
Sets the texture of the group at [code]group_idx[/code] that will be the drawing group background image in the [BoneMap] editor.
A name of bone that will be used as the root bone in [AnimationTree].
[b]Note:[/b] In most cases, it is the bone of the parent of the hips that exists at the world origin in the humanoid model.
A name of bone which height will be used as the coefficient for normalization.
[b]Note:[/b] In most cases, it is hips in the humanoid model.
This signal is emitted when change the value in profile. This is used to update key name in the [BoneMap] and to redraw the [BoneMap] editor.
[b]Note:[/b] This signal is not connected directly to editor to simplify the reference, instead it is passed on to editor through the [BoneMap].
Direction to the average coordinates of bone children.
Direction to the coordinates of specified bone child.
Direction is not calculated.