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<?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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html</link>
</tutorials>
<methods>
<method name="get_bone">
<return type="Bone2D">
</return>
<argument index="0" name="idx" type="int">
</argument>
<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">
</return>
<description>
Returns the number of [Bone2D] nodes in the node hierarchy parented by Skeleton2D.
</description>
</method>
<method name="get_skeleton" qualifiers="const">
<return type="RID">
</return>
<description>
Returns the [RID] of a Skeleton2D instance.
</description>
</method>
</methods>
<signals>
<signal name="bone_setup_changed">
<description>
</description>
</signal>
</signals>
<constants>
</constants>
</class>
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