Inheritance #
- AudioServer
- CameraServer
- ClassDB
- DisplayServer
- EditorFileSystemDirectory
- EditorInterface
- EditorPaths
- EditorSelection
- EditorUndoRedoManager
- EditorVCSInterface
- Engine
- EngineDebugger
- FramebufferCacheRD
- GDExtensionManager
- Geometry2D
- Geometry3D
- IP
- Input
- InputMap
- JNISingleton
- JSONRPC
- JavaClassWrapper
- JavaScriptBridge
- MainLoop (1)
- Marshalls
- MovieWriter
- NativeMenu
- NavigationMeshGenerator
- NavigationServer2D
- NavigationServer3D
- Node (21)
- OS
- OpenXRExtensionWrapperExtension
- OpenXRInteractionProfileMetadata
- Performance
- PhysicsDirectBodyState2D (1)
- PhysicsDirectBodyState3D (1)
- PhysicsDirectSpaceState2D (1)
- PhysicsDirectSpaceState3D (1)
- PhysicsServer2D (1)
- PhysicsServer2DManager
- PhysicsServer3D (1)
- PhysicsServer3DManager
- PhysicsServer3DRendering
ServerHandler
- ProjectSettings
- RefCounted (121)
- RenderData (2)
- RenderSceneData (2)
- RenderingDevice
- RenderingServer
- ResourceLoader
- ResourceSaver
- ResourceUID
- ScriptLanguage (1)
- ShaderIncludeDB
- TextServerManager
- ThemeDB
- TileData
- Time
- TranslationServer
- TreeItem
- UndoRedo
- UniformSetCacheRD
- WorkerThreadPool
- XRServer
- XRVRS
- AnimationMixer (2)
- AudioStreamPlayer
- CanvasItem (2)
- CanvasLayer (1)
- EditorFileSystem
- EditorPlugin (1)
- EditorResourcePreview
- HTTPRequest
- InstancePlaceholder
- MissingNode
- MultiplayerSpawner
- MultiplayerSynchronizer
- NavigationAgent2D
- NavigationAgent3D
- Node3D (31)
- ResourcePreloader
- ShaderGlobalsOverride
- StatusIndicator
- Timer
- Viewport (2)
- WorldEnvironment
- AudioListener3D
- AudioStreamPlayer3D
- BoneAttachment3D
- Camera3D (1)
- CollisionObject3D (2)
- CollisionPolygon3D
- CollisionShape3D
- GridMap
- ImporterMeshInstance3D
- Joint3D (5)
- LightmapProbe
- Marker3D
- NavigationLink3D
- NavigationObstacle3D
- NavigationRegion3D
- OpenXRCompositionLayer (3)
- OpenXRHand
- Path3D
- PathFollow3D
- RayCast3D
- RemoteTransform3D
- ShapeCast3D
- Skeleton3D
- SkeletonModifier3D (7)
- SpringArm3D
- SpringBoneCollision3D (3)
- VehicleWheel3D
- VisualInstance3D (13)
- XRFaceModifier3D
- XRNode3D (2)
- XROrigin3D
Table of contents
-
var animate_physical_bones: bool = true -
var modifier_callback_mode_process = MODIFIER_CALLBACK_MODE_PROCESS_IDLE -
var motion_scale: float = 1.0 -
var show_rest_only: bool = false -
func add_bone(name: String) -> int -
func clear_bones() -> void -
func clear_bones_global_pose_override() -> void -
func create_skin_from_rest_transforms() -> Skin -
const func find_bone(name: String) -> int -
func force_update_all_bone_transforms() -> void -
func force_update_bone_child_transform(bone_idx: int) -> void -
const func get_bone_children(bone_idx: int) -> PackedInt32Array -
const func get_bone_count() -> int -
const func get_bone_global_pose(bone_idx: int) -> Transform3D -
const func get_bone_global_pose_no_override(bone_idx: int) -> Transform3D -
const func get_bone_global_pose_override(bone_idx: int) -> Transform3D -
const func get_bone_global_rest(bone_idx: int) -> Transform3D -
const func get_bone_meta(key: StringName) -> Variant -
const func get_bone_meta_list(bone_idx: int) -> StringName[] -
const func get_bone_name(bone_idx: int) -> String -
const func get_bone_parent(bone_idx: int) -> int -
const func get_bone_pose(bone_idx: int) -> Transform3D -
const func get_bone_pose_position(bone_idx: int) -> Vector3 -
const func get_bone_pose_rotation(bone_idx: int) -> Quaternion -
const func get_bone_pose_scale(bone_idx: int) -> Vector3 -
const func get_bone_rest(bone_idx: int) -> Transform3D -
const func get_concatenated_bone_names() -> StringName -
const func get_parentless_bones() -> PackedInt32Array -
const func get_version() -> int -
const func has_bone_meta(key: StringName) -> bool -
const func is_bone_enabled(bone_idx: int) -> bool -
func localize_rests() -> void -
func physical_bones_add_collision_exception(exception: RID) -> void -
func physical_bones_remove_collision_exception(exception: RID) -> void -
func physical_bones_start_simulation(bones: StringName[] = []) -> void -
func physical_bones_stop_simulation() -> void -
func register_skin(skin: Skin) -> SkinReference -
func reset_bone_pose(bone_idx: int) -> void -
func reset_bone_poses() -> void -
func set_bone_enabled(enabled: bool = true) -> void -
func set_bone_global_pose(pose: Transform3D) -> void -
func set_bone_global_pose_override(persistent: bool = false) -> void -
func set_bone_meta(value: Variant) -> void -
func set_bone_name(name: String) -> void -
func set_bone_parent(parent_idx: int) -> void -
func set_bone_pose(pose: Transform3D) -> void -
func set_bone_pose_position(position: Vector3) -> void -
func set_bone_pose_rotation(rotation: Quaternion) -> void -
func set_bone_pose_scale(scale: Vector3) -> void -
func set_bone_rest(rest: Transform3D) -> void -
func unparent_bone_and_rest(bone_idx: int) -> void -
const NOTIFICATION_UPDATE_SKELETON = 50 -
const MODIFIER_CALLBACK_MODE_PROCESS_PHYSICS = 0 enum ModifierCallbackModeProcess -
const MODIFIER_CALLBACK_MODE_PROCESS_IDLE = 1 enum ModifierCallbackModeProcess -
enum ModifierCallbackModeProcess -
signal bone_enabled_changed(bone_idx: int) -
signal bone_list_changed() -
signal pose_updated() -
signal rest_updated() -
signal show_rest_only_changed() -
signal skeleton_updated()
Skeleton3D #
is_instantiable, Node3D, Node, core, not_builtin_classes
A node containing a bone hierarchy, used to create a 3D skeletal animation.
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.
Members #
var animate_physical_bones: bool = true#
If you follow the recommended workflow and explicitly have PhysicalBoneSimulator3D as a child of Skeleton3D, you can control whether it is affected by raycasting without running physical_bones_start_simulation, by its SkeletonModifier3D.active.
However, for old (deprecated) configurations, Skeleton3D has an internal virtual PhysicalBoneSimulator3D for compatibility. This property controls the internal virtual PhysicalBoneSimulator3D's SkeletonModifier3D.active.
var modifier_callback_mode_process = MODIFIER_CALLBACK_MODE_PROCESS_IDLE#
Sets the processing timing for the Modifier.
var motion_scale: float = 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.
var show_rest_only: bool = false#
If true, forces the bones in their default rest pose, regardless of their values. In the editor, this also prevents the bones from being edited.
Methods #
func add_bone(name: String) -> int#
Adds a new bone with the given name. Returns the new bone's index, or -1 if this method fails.
Note: Bone names should be unique, non empty, and cannot include the : and / characters.
func clear_bones() -> void#
Clear all the bones in this skeleton.
func clear_bones_global_pose_override() -> void#
Removes the global pose override on all bones in the skeleton.
func create_skin_from_rest_transforms() -> Skin#
const func find_bone(name: String) -> int#
Returns the bone index that matches name as its name. Returns -1 if no bone with this name exists.
func force_update_all_bone_transforms() -> void#
Force updates the bone transforms/poses for all bones in the skeleton.
func force_update_bone_child_transform(bone_idx: int) -> void#
Force updates the bone transform for the bone at bone_idx and all of its children.
const func get_bone_children(bone_idx: int) -> PackedInt32Array#
Returns an array containing the bone indexes of all the child node of the passed in bone, bone_idx.
const func get_bone_count() -> int#
Returns the number of bones in the skeleton.
const func get_bone_global_pose(bone_idx: int) -> Transform3D#
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.
Note: This is the global pose you set to the skeleton in the process, the final global pose can get overridden by modifiers in the deferred process, if you want to access the final global pose, use SkeletonModifier3D.modification_processed.
const func get_bone_global_pose_no_override(bone_idx: int) -> Transform3D#
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.
const func get_bone_global_pose_override(bone_idx: int) -> Transform3D#
Returns the global pose override transform for bone_idx.
const func get_bone_global_rest(bone_idx: int) -> Transform3D#
Returns the global rest transform for bone_idx.
const func get_bone_meta(key: StringName) -> Variant#
Returns bone metadata for bone_idx with key.
const func get_bone_meta_list(bone_idx: int) -> StringName[]#
Returns a list of all metadata keys for bone_idx.
const func get_bone_name(bone_idx: int) -> String#
Returns the name of the bone at index bone_idx.
const func get_bone_parent(bone_idx: int) -> int#
Returns the bone index which is the parent of the bone at bone_idx. If -1, then bone has no parent.
Note: The parent bone returned will always be less than bone_idx.
const func get_bone_pose(bone_idx: int) -> Transform3D#
Returns the pose transform of the specified bone.
Note: This is the pose you set to the skeleton in the process, the final pose can get overridden by modifiers in the deferred process, if you want to access the final pose, use SkeletonModifier3D.modification_processed.
const func get_bone_pose_position(bone_idx: int) -> Vector3#
Returns the pose position of the bone at bone_idx. The returned Vector3 is in the local coordinate space of the Skeleton3D node.
const func get_bone_pose_rotation(bone_idx: int) -> Quaternion#
Returns the pose rotation of the bone at bone_idx. The returned Quaternion is local to the bone with respect to the rotation of any parent bones.
const func get_bone_pose_scale(bone_idx: int) -> Vector3#
Returns the pose scale of the bone at bone_idx.
const func get_bone_rest(bone_idx: int) -> Transform3D#
Returns the rest transform for a bone bone_idx.
const func get_concatenated_bone_names() -> StringName#
Returns all bone names concatenated with commas (,) as a single StringName.
It is useful to set it as a hint for the enum property.
const func get_parentless_bones() -> PackedInt32Array#
Returns an array with all of the bones that are parentless. Another way to look at this is that it returns the indexes of all the bones that are not dependent or modified by other bones in the Skeleton.
const func get_version() -> int#
Returns the number of times the bone hierarchy has changed within this skeleton, including renames.
The Skeleton version is not serialized: only use within a single instance of Skeleton3D.
Use for invalidating caches in IK solvers and other nodes which process bones.
const func has_bone_meta(key: StringName) -> bool#
Returns whether there exists any bone metadata for bone_idx with key key.
const func is_bone_enabled(bone_idx: int) -> bool#
Returns whether the bone pose for the bone at bone_idx is enabled.
func localize_rests() -> void#
Returns all bones in the skeleton to their rest poses.
func physical_bones_add_collision_exception(exception: RID) -> void#
Adds a collision exception to the physical bone.
Works just like the RigidBody3D node.
func physical_bones_remove_collision_exception(exception: RID) -> void#
Removes a collision exception to the physical bone.
Works just like the RigidBody3D node.
func physical_bones_start_simulation(bones: StringName[] = []) -> void#
Tells the PhysicalBone3D nodes in the Skeleton to start simulating and reacting to the physics world.
Optionally, a list of bone names can be passed-in, allowing only the passed-in bones to be simulated.
func physical_bones_stop_simulation() -> void#
Tells the PhysicalBone3D nodes in the Skeleton to stop simulating.
func register_skin(skin: Skin) -> SkinReference#
Binds the given Skin to the Skeleton.
func reset_bone_pose(bone_idx: int) -> void#
Sets the bone pose to rest for bone_idx.
func reset_bone_poses() -> void#
Sets all bone poses to rests.
func set_bone_enabled(enabled: bool = true) -> void#
Disables the pose for the bone at bone_idx if false, enables the bone pose if true.
func set_bone_global_pose(pose: Transform3D) -> void#
Sets the global pose transform, pose, for the bone at bone_idx.
Note: If other bone poses have been changed, this method executes a dirty poses recalculation and will cause performance to deteriorate. If you know that multiple global poses will be applied, consider using set_bone_pose with precalculation.
func set_bone_global_pose_override(persistent: bool = false) -> void#
Sets the global pose transform, pose, for the bone at bone_idx.
amount is the interpolation strength that will be used when applying the pose, and persistent determines if the applied pose will remain.
Note: The pose transform needs to be a global pose! To convert a world transform from a Node3D to a global bone pose, multiply the Transform3D.affine_inverse of the node's Node3D.global_transform by the desired world transform.
func set_bone_meta(value: Variant) -> void#
Sets bone metadata for bone_idx, will set the key meta to value.
func set_bone_name(name: String) -> void#
Sets the bone name, name, for the bone at bone_idx.
func set_bone_parent(parent_idx: int) -> void#
Sets 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.
func set_bone_pose(pose: Transform3D) -> void#
Sets the pose transform, pose, for the bone at bone_idx.
func set_bone_pose_position(position: Vector3) -> void#
Sets the pose position of the bone at bone_idx to position. position is a Vector3 describing a position local to the Skeleton3D node.
func set_bone_pose_rotation(rotation: Quaternion) -> void#
Sets the pose rotation of the bone at bone_idx to rotation. rotation is a Quaternion describing a rotation in the bone's local coordinate space with respect to the rotation of any parent bones.
func set_bone_pose_scale(scale: Vector3) -> void#
Sets the pose scale of the bone at bone_idx to scale.
func set_bone_rest(rest: Transform3D) -> void#
Sets the rest transform for bone bone_idx.
func unparent_bone_and_rest(bone_idx: int) -> void#
Unparents the bone at bone_idx and sets its rest position to that of its parent prior to being reset.
Annotations #
Constants #
const NOTIFICATION_UPDATE_SKELETON = 50#
Notification received when this skeleton's pose needs to be updated. In that case, this is called only once per frame in a deferred process.
const MODIFIER_CALLBACK_MODE_PROCESS_PHYSICS = 0 enum ModifierCallbackModeProcess#
Set a flag to process modification during physics frames (see Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS).
const MODIFIER_CALLBACK_MODE_PROCESS_IDLE = 1 enum ModifierCallbackModeProcess#
Set a flag to process modification during process frames (see Node.NOTIFICATION_INTERNAL_PROCESS).
Constructors #
Enums #
ModifierCallbackModeProcess#
enum ModifierCallbackModeProcess {
MODIFIER_CALLBACK_MODE_PROCESS_PHYSICS = 0,
MODIFIER_CALLBACK_MODE_PROCESS_IDLE = 1,
} Notifications#
GDScript
enum {
NOTIFICATION_UPDATE_SKELETON = 50,
}C++ src
enum {
NOTIFICATION_UPDATE_SKELETON = 50
};Operators #
Signals #
signal bone_enabled_changed(bone_idx: int)#
Emitted when the bone at bone_idx is toggled with set_bone_enabled. Use is_bone_enabled to check the new value.
signal bone_list_changed()#
signal pose_updated()#
Emitted when the pose is updated.
Note: During the update process, this signal is not fired, so modification by SkeletonModifier3D is not detected.
signal rest_updated()#
Emitted when the rest is updated.
signal show_rest_only_changed()#
Emitted when the value of show_rest_only changes.
signal skeleton_updated()#
Emitted when the final pose has been calculated will be applied to the skin in the update process.
This means that all SkeletonModifier3D processing is complete. In order to detect the completion of the processing of each SkeletonModifier3D, use SkeletonModifier3D.modification_processed.