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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
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
There is currently no description for this property. Please help us by contributing one!
Method Descriptions¶
void add_bone ( String name )
Adds a bone, with name name
. get_bone_count will become the bone index.
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 ( String name ) const
Returns the bone index that matches name
as its name.
void force_update_all_bone_transforms ( )
Force updates the bone transforms/poses for all bones in the skeleton.
Deprecated. Do not use.
void force_update_bone_child_transform ( int bone_idx )
Force updates the bone transform for the bone at bone_idx
and all of its children.
PackedInt32Array get_bone_children ( int bone_idx ) const
Returns an array containing the bone indexes of all the children 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 ( int bone_idx ) 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 ( int bone_idx ) 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.