.. Generated automatically by doc/tools/makerst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the Skeleton.xml source instead. .. The source is found in doc/classes or modules//doc_classes. .. _class_Skeleton: Skeleton ======== **Inherits:** :ref:`Spatial` **<** :ref:`Node` **<** :ref:`Object` **Category:** Core Brief Description ----------------- Skeleton for characters and animated objects. Methods ------- +-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`add_bone` **(** :ref:`String` name **)** | +-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`bind_child_node_to_bone` **(** :ref:`int` bone_idx, :ref:`Node` node **)** | +-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`clear_bones` **(** **)** | +-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`find_bone` **(** :ref:`String` name **)** const | +-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_bone_count` **(** **)** const | +-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Transform` | :ref:`get_bone_custom_pose` **(** :ref:`int` bone_idx **)** const | +-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Transform` | :ref:`get_bone_global_pose` **(** :ref:`int` bone_idx **)** const | +-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`String` | :ref:`get_bone_name` **(** :ref:`int` bone_idx **)** const | +-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_bone_parent` **(** :ref:`int` bone_idx **)** const | +-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Transform` | :ref:`get_bone_pose` **(** :ref:`int` bone_idx **)** const | +-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Transform` | :ref:`get_bone_rest` **(** :ref:`int` bone_idx **)** const | +-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Transform` | :ref:`get_bone_transform` **(** :ref:`int` bone_idx **)** const | +-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array` | :ref:`get_bound_child_nodes_to_bone` **(** :ref:`int` bone_idx **)** const | +-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`is_bone_rest_disabled` **(** :ref:`int` bone_idx **)** const | +-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`physical_bones_add_collision_exception` **(** :ref:`RID` exception **)** | +-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`physical_bones_remove_collision_exception` **(** :ref:`RID` exception **)** | +-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`physical_bones_start_simulation` **(** :ref:`Array` bones=[ ] **)** | +-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`physical_bones_stop_simulation` **(** **)** | +-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_bone_custom_pose` **(** :ref:`int` bone_idx, :ref:`Transform` custom_pose **)** | +-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_bone_disable_rest` **(** :ref:`int` bone_idx, :ref:`bool` disable **)** | +-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_bone_global_pose` **(** :ref:`int` bone_idx, :ref:`Transform` pose **)** | +-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_bone_ignore_animation` **(** :ref:`int` bone, :ref:`bool` ignore **)** | +-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_bone_parent` **(** :ref:`int` bone_idx, :ref:`int` parent_idx **)** | +-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_bone_pose` **(** :ref:`int` bone_idx, :ref:`Transform` pose **)** | +-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_bone_rest` **(** :ref:`int` bone_idx, :ref:`Transform` rest **)** | +-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`unbind_child_node_from_bone` **(** :ref:`int` bone_idx, :ref:`Node` node **)** | +-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`unparent_bone_and_rest` **(** :ref:`int` bone_idx **)** | +-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+ Constants --------- .. _class_Skeleton_constant_NOTIFICATION_UPDATE_SKELETON: - **NOTIFICATION_UPDATE_SKELETON** = **50** Description ----------- Skeleton provides a hierarchical interface for managing bones, including pose, rest and animation (see :ref:`Animation`). Skeleton will support rag doll dynamics in the future. The overall transform of a bone with respect to the skeleton is determined by the following hierarchical order: rest pose, custom pose and pose. Note that "global pose" below refers to the overall transform of the bone with respect to skeleton, so it not the actual global/world transform of the bone. Method Descriptions ------------------- .. _class_Skeleton_method_add_bone: - void **add_bone** **(** :ref:`String` name **)** Add a bone, with name "name". :ref:`get_bone_count` will become the bone index. .. _class_Skeleton_method_bind_child_node_to_bone: - void **bind_child_node_to_bone** **(** :ref:`int` bone_idx, :ref:`Node` node **)** Deprecated soon. .. _class_Skeleton_method_clear_bones: - void **clear_bones** **(** **)** Clear all the bones in this skeleton. .. _class_Skeleton_method_find_bone: - :ref:`int` **find_bone** **(** :ref:`String` name **)** const Return the bone index that matches "name" as its name. .. _class_Skeleton_method_get_bone_count: - :ref:`int` **get_bone_count** **(** **)** const Return the amount of bones in the skeleton. .. _class_Skeleton_method_get_bone_custom_pose: - :ref:`Transform` **get_bone_custom_pose** **(** :ref:`int` bone_idx **)** const Return the custom pose of the specified bone. Custom pose is applied on top of the rest pose. .. _class_Skeleton_method_get_bone_global_pose: - :ref:`Transform` **get_bone_global_pose** **(** :ref:`int` bone_idx **)** const Return 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. .. _class_Skeleton_method_get_bone_name: - :ref:`String` **get_bone_name** **(** :ref:`int` bone_idx **)** const Return the name of the bone at index "index". .. _class_Skeleton_method_get_bone_parent: - :ref:`int` **get_bone_parent** **(** :ref:`int` bone_idx **)** const Return the bone index which is the parent of the bone at "bone_idx". If -1, then bone has no parent. Note that the parent bone returned will always be less than "bone_idx". .. _class_Skeleton_method_get_bone_pose: - :ref:`Transform` **get_bone_pose** **(** :ref:`int` bone_idx **)** const Return the pose transform of the specified bone. Pose is applied on top of the custom pose, which is applied on top the rest pose. .. _class_Skeleton_method_get_bone_rest: - :ref:`Transform` **get_bone_rest** **(** :ref:`int` bone_idx **)** const Return the rest transform for a bone "bone_idx". .. _class_Skeleton_method_get_bone_transform: - :ref:`Transform` **get_bone_transform** **(** :ref:`int` bone_idx **)** const Return the combination of custom pose and pose. The returned transform is in skeleton's reference frame. .. _class_Skeleton_method_get_bound_child_nodes_to_bone: - :ref:`Array` **get_bound_child_nodes_to_bone** **(** :ref:`int` bone_idx **)** const Deprecated soon. .. _class_Skeleton_method_is_bone_rest_disabled: - :ref:`bool` **is_bone_rest_disabled** **(** :ref:`int` bone_idx **)** const .. _class_Skeleton_method_physical_bones_add_collision_exception: - void **physical_bones_add_collision_exception** **(** :ref:`RID` exception **)** .. _class_Skeleton_method_physical_bones_remove_collision_exception: - void **physical_bones_remove_collision_exception** **(** :ref:`RID` exception **)** .. _class_Skeleton_method_physical_bones_start_simulation: - void **physical_bones_start_simulation** **(** :ref:`Array` bones=[ ] **)** .. _class_Skeleton_method_physical_bones_stop_simulation: - void **physical_bones_stop_simulation** **(** **)** .. _class_Skeleton_method_set_bone_custom_pose: - void **set_bone_custom_pose** **(** :ref:`int` bone_idx, :ref:`Transform` custom_pose **)** .. _class_Skeleton_method_set_bone_disable_rest: - void **set_bone_disable_rest** **(** :ref:`int` bone_idx, :ref:`bool` disable **)** .. _class_Skeleton_method_set_bone_global_pose: - void **set_bone_global_pose** **(** :ref:`int` bone_idx, :ref:`Transform` pose **)** .. _class_Skeleton_method_set_bone_ignore_animation: - void **set_bone_ignore_animation** **(** :ref:`int` bone, :ref:`bool` ignore **)** .. _class_Skeleton_method_set_bone_parent: - void **set_bone_parent** **(** :ref:`int` bone_idx, :ref:`int` parent_idx **)** Set the bone index "parent_idx" as the parent of the bone at "bone_idx". If -1, then bone has no parent. Note: "parent_idx" must be less than "bone_idx". .. _class_Skeleton_method_set_bone_pose: - void **set_bone_pose** **(** :ref:`int` bone_idx, :ref:`Transform` pose **)** Return the pose transform for bone "bone_idx". .. _class_Skeleton_method_set_bone_rest: - void **set_bone_rest** **(** :ref:`int` bone_idx, :ref:`Transform` rest **)** Set the rest transform for bone "bone_idx" .. _class_Skeleton_method_unbind_child_node_from_bone: - void **unbind_child_node_from_bone** **(** :ref:`int` bone_idx, :ref:`Node` node **)** Deprecated soon. .. _class_Skeleton_method_unparent_bone_and_rest: - void **unparent_bone_and_rest** **(** :ref:`int` bone_idx **)**