Outdated documentation

This documentation page refers to Godot 4.3, and may be outdated or incorrect.
Additionally, this engine version is no longer supported.

Check this page in the stable branch for the latest additions and corrections.

GLTFSkeleton

Inherits: Resource < RefCounted < Object

There is currently no description for this class. Please help us by contributing one!

Tutorials

Properties

PackedInt32Array

joints

PackedInt32Array()

PackedInt32Array

roots

PackedInt32Array()

Methods

BoneAttachment3D

get_bone_attachment(idx: int)

int

get_bone_attachment_count()

Dictionary

get_godot_bone_node()

Skeleton3D

get_godot_skeleton()

Array[String]

get_unique_names()

void

set_godot_bone_node(godot_bone_node: Dictionary)

void

set_unique_names(unique_names: Array[String])


Property Descriptions

PackedInt32Array joints = PackedInt32Array() 🔗

There is currently no description for this property. Please help us by contributing one!


PackedInt32Array roots = PackedInt32Array() 🔗

There is currently no description for this property. Please help us by contributing one!


Method Descriptions

BoneAttachment3D get_bone_attachment(idx: int) 🔗

There is currently no description for this method. Please help us by contributing one!


int get_bone_attachment_count() 🔗

There is currently no description for this method. Please help us by contributing one!


Dictionary get_godot_bone_node() 🔗

Returns a Dictionary that maps skeleton bone indices to the indices of GLTF nodes. This property is unused during import, and only set during export. In a GLTF file, a bone is a node, so Godot converts skeleton bones to GLTF nodes.


Skeleton3D get_godot_skeleton() 🔗

There is currently no description for this method. Please help us by contributing one!


Array[String] get_unique_names() 🔗

There is currently no description for this method. Please help us by contributing one!


void set_godot_bone_node(godot_bone_node: Dictionary) 🔗

Sets a Dictionary that maps skeleton bone indices to the indices of GLTF nodes. This property is unused during import, and only set during export. In a GLTF file, a bone is a node, so Godot converts skeleton bones to GLTF nodes.


void set_unique_names(unique_names: Array[String]) 🔗

There is currently no description for this method. Please help us by contributing one!


User-contributed notes

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