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.

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 )

Bone2D

get_bone ( int idx )

int

get_bone_count ( ) const

Transform2D

get_bone_local_pose_override ( int bone_idx )

SkeletonModificationStack2D

get_modification_stack ( ) const

RID

get_skeleton ( ) const

void

set_bone_local_pose_override ( int bone_idx, Transform2D override_pose, float strength,