Attention: Here be dragons
This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Checking the stable version of the documentation...
Skeleton2D¶
Inherits: Node2D < CanvasItem < Node < Object
The parent of a hierarchy of Bone2Ds, used to create a 2D skeletal animation.
Description¶
Skeleton2D parents a hierarchy of Bone2D nodes. It holds a reference to each Bone2D's rest pose and acts as a single point of access to its bones.
To set up different types of inverse kinematics for the given Skeleton2D, a SkeletonModificationStack2D should be created. The inverse kinematics be applied by increasing SkeletonModificationStack2D.modification_count and creating the desired number of modifications.
Tutorials¶
Methods¶
void |
execute_modifications ( float delta, int execution_mode ) |
get_bone_count ( ) const |
|
get_bone_local_pose_override ( int bone_idx ) |
|
get_modification_stack ( ) const |
|
get_skeleton ( ) const |
|
void |
set_bone_local_pose_override ( int bone_idx, Transform2D override_pose, float strength, |