Attention: Here be dragons

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GLTFSkeleton

Inherits: Resource < RefCounted < Object

There is currently no description for this class. Please help us by contributing one!

Properties

PackedInt32Array

joints

PackedInt32Array()

PackedInt32Array

roots

PackedInt32Array()

Methods

BoneAttachment3D

get_bone_attachment ( int idx )

int

get_bone_attachment_count ( )

Dictionary

get_godot_bone_node ( )

Skeleton3D

get_godot_skeleton ( )

String[]

get_unique_names ( )

void

set_godot_bone_node ( Dictionary godot_bone_node )

void

set_unique_names ( String[] unique_names )


Property Descriptions

PackedInt32Array joints = PackedInt32Array()

There is currently no description for this property. Please help us by contributing one!


PackedInt32Array roots = PackedInt32Array()

There is currently no description for this property. Please help us by contributing one!


Method Descriptions

BoneAttachment3D get_bone_attachment ( int idx )

There is currently no description for this method. Please help us by contributing one!


int get_bone_attachment_count ( )

There is currently no description for this method. Please help us by contributing one!


Dictionary get_godot_bone_node ( )

返回将骨架的骨骼索引映射到 GLTF 节点索引的 Dictionary。导入时不使用该属性,仅在导出时设置。在 GLTF 文件中,骨骼是一种节点,因此 Godot 将骨架中的骨骼转换为 GLTF 节点。


Skeleton3D get_godot_skeleton ( )

There is currently no description for this method. Please help us by contributing one!


String[] get_unique_names ( )

There is currently no description for this method. Please help us by contributing one!


void set_godot_bone_node ( Dictionary godot_bone_node )

设置将骨架的骨骼索引映射到 GLTF 节点索引的 Dictionary。导入时不使用该属性,仅在导出时设置。在 GLTF 文件中,骨骼是一种节点,因此 Godot 将骨架中的骨骼转换为 GLTF 节点。


void set_unique_names ( String[] unique_names )

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