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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.
To setup different types of inverse kinematics, consider using SkeletonIK3D, or add a custom IK implementation in Node._process as a child node.
Tutorials¶
Properties¶
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Methods¶
Signals¶
bone_enabled_changed ( int bone_idx )
There is currently no description for this signal. Please help us by contributing one!
bone_pose_changed ( int bone_idx )
This signal is emitted when one of the bones in the Skeleton3D node have changed their pose. This is used to inform nodes that rely on bone positions that one of the bones in the Skeleton3D have changed their transform/pose.
pose_updated ( )
There is currently no description for this signal. Please help us by contributing one!
show_rest_only_changed ( )
There is currently no description for this signal. Please help us by contributing one!
Constants¶
NOTIFICATION_UPDATE_SKELETON = 50
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
void set_motion_scale ( float value )<