Class reference

Skeleton2D

Inherits Node2D

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.

Methods

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.

int get_bone_count() const

Returns the number of Bone2D nodes in the node hierarchy parented by Skeleton2D.

Transform2D get_bone_local_pose_override(int bone_idx)

Returns the local pose override transform for bone_idx.

RID get_skeleton() const

Returns the RID of a Skeleton2D instance.

void set_bone_local_pose_override(int bone_idx, Transform2D override_pose, float strength, bool persistent)

Sets the local pose transform, override_pose, for the bone at bone_idx. strength 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 local transform relative to the Bone2D node at bone_idx!

Signals

bone_setup_changed()

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

Tutorials

Source revision 5592dc3a7a61
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