Skeleton for characters and animated objects.
Skeleton 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.
Returns the bone index that matches [code]name[/code] as its name.
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 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 whether the bone rest for the bone at [code]bone_idx[/code] is disabled.
Returns all bones in the skeleton to their rest poses.
Adds a collision exception to the physical bone. Works just like the [RigidBody3D] node.
Removes a collision exception to the physical bone. Works just like the [RigidBody3D] 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.
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 in bone space. Use [method world_transform_to_bone_transform] to convert a world transform, like one you can get from a [Node3D], to bone space.
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 pose transform for bone [code]bone_idx[/code]. Prefer set_bone_pose_position, set_bone_pose_rotation, or set_bone_pose_scale instead.
Sets the pose transform for bone [code]bone_idx[/code]. [b]Note:[/b] The pose transform needs to be in bone space. Use [method world_transform_to_global_pose] to convert a world transform, like one you can get from a [Node3D], to bone space.
Sets the rest transform for bone [code]bone_idx[/code].
Unparents the bone at [code]bone_idx[/code] and sets its rest position to that of it's parent prior to being reset.
Takes the given world transform, relative to the [Skeleton3D], and converts it to a bone pose/transform. This is useful for using setting bone poses using transforms from [Node3D]-based nodes.