Bone2D¶
Inherits: Node2D < CanvasItem < Node < Object
Joint used with Skeleton2D to control and animate other nodes.
Description¶
Use a hierarchy of Bone2D
bound to a Skeleton2D to control, and animate other Node2D nodes.
You can use Bone2D
and Skeleton2D
nodes to animate 2D meshes created with the Polygon 2D UV editor.
Each bone has a rest transform that you can reset to with apply_rest. These rest poses are relative to the bone's parent.
If in the editor, you can set the rest pose of an entire skeleton using a menu option, from the code, you need to iterate over the bones to set their individual rest poses.
Properties¶
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Methods¶
void |
apply_rest ( ) |
get_index_in_skeleton ( ) const |
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get_skeleton_rest ( ) const |
Property Descriptions¶
float default_length = 16.0
Length of the bone's representation drawn in the editor's viewport in pixels.
Transform2D rest = Transform2D( 0, 0, 0, 0, 0, 0 )
void set_rest ( Transform2D value )
Transform2D get_rest ( )
Rest transform of the bone. You can reset the node's transforms to this value using apply_rest.
Method Descriptions¶
void apply_rest ( )
Resets the bone to the rest pose. This is equivalent to setting Node2D.transform to rest.
int get_index_in_skeleton ( ) const
Returns the node's index as part of the entire skeleton. See Skeleton2D.
Transform2D get_skeleton_rest ( ) const
Returns the node's rest Transform2D
if it doesn't have a parent, or its rest pose relative to its parent.