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Skeleton3D¶
Inherits: Node3D < Node < Object
A node containing a bone hierarchy, used to create a 3D skeletal animation.
Description¶
Skeleton3D provides an interface for managing a hierarchy of 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 bone pose. Bone rest defines the initial transform of the bone pose.
Note that "global pose" below refers to the overall transform of the bone with respect to skeleton, so it is not the actual global/world transform of the bone.
Tutorials¶
Properties¶
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Methods¶
Signals¶
bone_enabled_changed(bone_idx: int)
Emitted when the bone at bone_idx
is toggled with set_bone_enabled. Use is_bone_enabled to check the new value.
bone_pose_changed(bone_idx: int)
Emitted when the bone at bone_idx
changes its transform/pose. This can be used to update other nodes that rely on bone positions.
pose_updated()
Emitted when the pose is updated, after NOTIFICATION_UPDATE_SKELETON is received.
show_rest_only_changed()
Emitted when the value of show_rest_only changes.
Constants¶
NOTIFICATION_UPDATE_SKELETON = 50
Notification received when this skeleton's pose needs to be updated.
This notification is received before the related pose_updated signal.
Property Descriptions¶
bool animate_physical_bones = true
There is currently no description for this property. Please help us by contributing one!
float motion_scale = 1.0
Multiplies the 3D position track animation.
Note: Unless this value is 1.0
, the key value in animation will not match the actual position value.
bool show_rest_only = false
If true
, forces the bones in their default rest pose, regardless of their values. In the editor, this also prevents the bones from being edited.
Method Descriptions¶
Adds a new bone with the given name. Returns the new bone's index, or -1
if this method fails.
Note: Bone names should be unique, non empty, and cannot include the :
and /
characters.
void clear_bones()
Clear all the bones in this skeleton.
void clear_bones_global_pose_override()
Removes the global pose override on all bones in the skeleton.
Skin create_skin_from_rest_transforms()
There is currently no description for this method. Please help us by contributing one!
int find_bone(name: String) const
Returns the bone index that matches name
as its name.
void force_update_all_bone_transforms()
Deprecated: This method should only be called internally.
Force updates the bone transforms/poses for all bones in the skeleton.
void force_update_bone_child_transform(bone_idx: int)
Force updates the bone transform for the bone at bone_idx
and all of its children.
PackedInt32Array get_bone_children(bone_idx: int) const
Returns an array containing the bone indexes of all the child node of the passed in bone, bone_idx
.
int get_bone_count() const
Returns the number of bones in the skeleton.
Transform3D get_bone_global_pose(bone_idx: int) const
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.
Transform3D get_bone_global_pose_no_override(bone_idx: int) const
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.
Transform3D get_bone_global_pose_override(bone_idx: int) const
Returns the global pose override transform for bone_idx
.
Transform3D get_bone_global_rest(bone_idx: int) const
Returns the global rest transform for bone_idx
.
String get_bone_name(bone_idx: int) const
Returns the name of the bone at index bone_idx
.
int get_bone_parent(bone_idx: int) const
Returns the bone index which is the parent of the bone at bone_idx
. If -1, then bone has no parent.
Note: The parent bone returned will always be less than bone_idx
.
Transform3D get_bone_pose(bone_idx: int) const
Returns the pose transform of the specified bone.
Vector3 get_bone_pose_position(bone_idx: int) const
Returns the pose position of the bone at bone_idx
. The returned Vector3 is in the local coordinate space of the Skeleton3D node.
Quaternion get_bone_pose_rotation(bone_idx: int) const
Returns the pose rotation of the bone at bone_idx
. The returned Quaternion is local to the bone with respect to the rotation of any parent bones.
Vector3 get_bone_pose_scale(bone_idx: int) const
Returns the pose scale of the bone at bone_idx
.
Transform3D get_bone_rest(bone_idx: int) const
Returns the rest transform for a bone bone_idx
.
PackedInt32Array get_parentless_bones() const
Returns an array with all of the bones that are parentless. Another way to look at this is that it returns the indexes of all the bones that are not dependent or modified by other bones in the Skeleton.
int get_version() const
Returns the number of times the bone hierarchy has changed within this skeleton, including renames.
The Skeleton version is not serialized: only use within a single instance of Skeleton3D.
Use for invalidating caches in IK solvers and other nodes which process bones.
bool is_bone_enabled(bone_idx: int) const
Returns whether the bone pose for the bone at bone_idx
is enabled.
void localize_rests()
Returns all bones in the skeleton to their rest poses.
void physical_bones_add_collision_exception(exception: RID)
Adds a collision exception to the physical bone.
Works just like the RigidBody3D node.
void physical_bones_remove_collision_exception(exception: RID)
Removes a collision exception to the physical bone.
Works just like the RigidBody3D node.
void physical_bones_start_simulation(bones: Array[StringName] = [])
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.
void physical_bones_stop_simulation()
Tells the PhysicalBone3D nodes in the Skeleton to stop simulating.
SkinReference register_skin(skin: Skin)
Binds the given Skin to the Skeleton.
void reset_bone_pose(bone_idx: int)
Sets the bone pose to rest for bone_idx
.
void reset_bone_poses()
Sets all bone poses to rests.
void set_bone_enabled(bone_idx: int, enabled: bool = true)
Disables the pose for the bone at bone_idx
if false
, enables the bone pose if true
.
void set_bone_global_pose_override(bone_idx: int, pose: Transform3D, amount: float, persistent: bool = false)
Sets the global pose transform, pose
, for the bone at bone_idx
.
amount
is the interpolation strength that will be used when applying the pose, and persistent
determines if the applied pose will remain.
Note: The pose transform needs to be a global pose! To convert a world transform from a Node3D to a global bone pose, multiply the Transform3D.affine_inverse of the node's Node3D.global_transform by the desired world transform.
void set_bone_name(bone_idx: int, name: String)
There is currently no description for this method. Please help us by contributing one!
void set_bone_parent(bone_idx: int, parent_idx: int)
Sets 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_position(bone_idx: int, position: Vector3)
Sets the pose position of the bone at bone_idx
to position
. position
is a Vector3 describing a position local to the Skeleton3D node.
void set_bone_pose_rotation(bone_idx: int, rotation: Quaternion)
Sets the pose rotation of the bone at bone_idx
to rotation
. rotation
is a Quaternion describing a rotation in the bone's local coordinate space with respect to the rotation of any parent bones.
void set_bone_pose_scale(bone_idx: int, scale: Vector3)
Sets the pose scale of the bone at bone_idx
to scale
.
void set_bone_rest(bone_idx: int, rest: Transform3D)
Sets the rest transform for bone bone_idx
.
void unparent_bone_and_rest(bone_idx: int)
Unparents the bone at bone_idx
and sets its rest position to that of its parent prior to being reset.