Joint used with [Skeleton2D] to control and animate other nodes.
Use a hierarchy of [code]Bone2D[/code] bound to a [Skeleton2D] to control, and animate other [Node2D] nodes. You can use [code]Bone2D[/code] and [code]Skeleton2D[/code] nodes to animate 2D meshes created with the Polygon 2D UV editor. Each bone has a [member rest] transform that you can reset to with [method apply_rest]. These rest poses are relative to the bone's parent. If in the editor, you can set the rest pose of an entire skeleton using a menu option, from the code, you need to iterate over the bones to set their individual rest poses.
Stores the node's current transforms in [member rest].
Returns the node's index as part of the entire skeleton. See [Skeleton2D].
Returns the node's [member rest] [code]Transform2D[/code] if it doesn't have a parent, or its rest pose relative to its parent.
- Length of the bone's representation drawn in the editor's viewport in pixels.
- Rest transform of the bone. You can reset the node's transforms to this value using [method apply_rest].