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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, bool persistent )

void

set_modification_stack ( SkeletonModificationStack2D modification_stack )


Signals

bone_setup_changed ( )

Emitted when the Bone2D setup attached to this skeletons changes. This is primarily used internally within the skeleton.


Method Descriptions

void execute_modifications ( float delta, int execution_mode )

Executes all the modifications on the SkeletonModificationStack2D, if the Skeleton2D has one assigned.


Bone2D get_bone ( int idx )

Returns a Bone2D from the node hierarchy parented by Skeleton2D. The object to return is identified by the parameter idx. Bones are indexed by descending the node hierarchy from top to bottom, adding the children of each branch before moving to the next sibling.