Skeleton
Inherits: Spatial < Node < Object
Category: Core
Brief Description
Skeleton for characters and animated objects.
Member Functions
Numeric Constants
- NOTIFICATION_UPDATE_SKELETON = 50
Description
Skeleton provides a hierarchical interface for managing bones, including pose, rest and animation (see Animation). Skeleton will support rag doll dynamics in the future.
Member Function Description
void add_bone ( String name )
Add a bone, with name “name”. get_bone_count will become the bone index.
void bind_child_node_to_bone ( int bone_idx, Node node )
Deprecated soon.
void clear_bones ( )
Clear all the bones in this skeleton.
int find_bone ( String name ) const
Return the bone index that matches “name” as its name.
int get_bone_count ( ) const
Return the amount of bones in the skeleton.
Transform get_bone_custom_pose ( int bone_idx ) const
Transform get_bone_global_pose ( int bone_idx ) const
String get_bone_name ( int bone_idx ) const
Return the name of the bone at index “index”
int get_bone_parent ( int bone_idx ) const
Return the bone index which is the parent of the bone at “bone_idx”. If -1, then bone has no parent. Note that the parent bone returned will always be less than “bone_idx”.
Transform get_bone_pose ( int bone_idx ) const
Return the pose transform for bone “bone_idx”.
Transform get_bone_rest ( int bone_idx ) const
Return the rest transform for a bone “bone_idx”.
Transform get_bone_transform ( int bone_idx ) const
Array get_bound_child_nodes_to_bone ( int bone_idx ) const
Deprecated soon.
bool is_bone_rest_disabled ( int bone_idx ) const
void set_bone_custom_pose ( int bone_idx, Transform custom_pose )
void set_bone_disable_rest ( int bone_idx, bool disable )
void set_bone_global_pose ( int bone_idx, Transform pose )
void set_bone_parent ( int bone_idx, int parent_idx )
Set the bone index “parent_idx” as the parent of the bone at “bone_idx”. If -1, then bone has no parent. Note: “parent_idx” must be less than “bone_idx”.
void set_bone_pose ( int bone_idx, Transform pose )
Return the pose transform for bone “bone_idx”.
void set_bone_rest ( int bone_idx, Transform rest )
Set the rest transform for bone “bone_idx”
void unbind_child_node_from_bone ( int bone_idx, Node node )
Deprecated soon.
void unparent_bone_and_rest ( int bone_idx )
© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/2.1/classes/class_skeleton.html