Class reference
Skeleton3D
Inherits Node3D
A node containing a bone hierarchy, used to create a 3D skeletal animation.
Description
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.
Properties
bool animate_physical_bones = true
bool animate_physical_bones = trueIf 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.
int modifier_callback_mode_process = 1
int modifier_callback_mode_process = 1Sets the processing timing for the Modifier.
float motion_scale = 1.0
float motion_scale = 1.0Multiplies the 3D position track animation. Note: Unless this value is 1.0, the key value in animation will not match the actual position value.
bool show_rest_only = false
bool show_rest_only = falseIf 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
int add_bone(String name)
int add_bone(String name)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.
void advance(float delta)
float delta)Manually advance the child SkeletonModifier3Ds by the specified time (in seconds). Note: The delta is temporarily accumulated in the Skeleton3D, and the deferred process uses the accumulated value to process the modification.
void clear_bones()
Clear all the bones in this skeleton.
void clear_bones_global_pose_override()
Removes the global pose override on all bones in the skeleton.
Skin create_skin_from_rest_transforms()
Skin create_skin_from_rest_transforms()int find_bone(String name) const
int find_bone(String name) constReturns the bone index that matches name as its name. Returns -1 if no bone with this name exists.
void force_update_all_bone_transforms()
This method should only be called internally.
Force updates the bone transforms/poses for all bones in the skeleton.
void force_update_bone_child_transform(int bone_idx)
int bone_idx)Force updates the bone transform for the bone at bone_idx and all of its children.
PackedInt32Array get_bone_children(int bone_idx) const
PackedInt32Array get_bone_children(int bone_idx) constReturns an array containing the bone indexes of all the child node of the passed in bone, bone_idx.
int get_bone_count() const
int get_bone_count() constReturns the number of bones in the skeleton.
Transform3D get_bone_global_pose(int bone_idx) const
Transform3D get_bone_global_pose(int bone_idx) constReturns 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.
Transform3D get_bone_global_pose_no_override(int bone_idx) const
Transform3D get_bone_global_pose_no_override(int bone_idx) constReturns 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.
Transform3D get_bone_global_pose_override(int bone_idx) const
Transform3D get_bone_global_pose_override(int bone_idx) constReturns the global pose override transform for bone_idx.
Transform3D get_bone_global_rest(int bone_idx) const
Transform3D get_bone_global_rest(int bone_idx) constReturns the global rest transform for bone_idx.
Variant get_bone_meta(int bone_idx, StringName key) const
Variant get_bone_meta(int bone_idx, StringName key) constReturns the metadata for the bone at index bone_idx with key.
StringName[] get_bone_meta_list(int bone_idx) const
int bone_idx) constReturns the list of all metadata keys for the bone at index bone_idx.
String get_bone_name(int bone_idx) const
String get_bone_name(int bone_idx) constReturns the name of the bone at index bone_idx.
int get_bone_parent(int bone_idx) const
int get_bone_parent(int bone_idx) constReturns 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.
Transform3D get_bone_pose(int bone_idx) const
Transform3D get_bone_pose(int bone_idx) constReturns 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.
Vector3 get_bone_pose_position(int bone_idx) const
Vector3 get_bone_pose_position(int bone_idx) constReturns the pose position of the bone at bone_idx. The returned Vector3 is in the local coordinate space of the Skeleton3D node.
Quaternion get_bone_pose_rotation(int bone_idx) const
Quaternion get_bone_pose_rotation(int bone_idx) constReturns 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.
Vector3 get_bone_pose_scale(int bone_idx) const
Vector3 get_bone_pose_scale(int bone_idx) constReturns the pose scale of the bone at bone_idx.
Transform3D get_bone_rest(int bone_idx) const
Transform3D get_bone_rest(int bone_idx) constReturns the rest transform for a bone bone_idx.
StringName get_concatenated_bone_names() const
StringName get_concatenated_bone_names() constReturns all bone names concatenated with commas (,) as a single StringName. It is useful to set it as a hint for the enum property.
PackedInt32Array get_parentless_bones() const
PackedInt32Array get_parentless_bones() constReturns 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.
int get_version() const
int get_version() constReturns 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.
bool has_bone_meta(int bone_idx, StringName key) const
bool has_bone_meta(int bone_idx, StringName key) constReturns true if the bone at index bone_idx has metadata with the key key.
bool is_bone_enabled(int bone_idx) const
bool is_bone_enabled(int bone_idx) constReturns whether the bone pose for the bone at bone_idx is enabled.
void localize_rests()
Returns all bones in the skeleton to their rest poses.
void physical_bones_add_collision_exception(RID exception)
RID exception)Adds a collision exception to the physical bone. Works just like the RigidBody3D node.
void physical_bones_remove_collision_exception(RID exception)
RID exception)Removes a collision exception to the physical bone. Works just like the RigidBody3D node.
void physical_bones_start_simulation(StringName[] bones = [])
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.
void physical_bones_stop_simulation()
Tells the PhysicalBone3D nodes in the Skeleton to stop simulating.
SkinReference register_skin(Skin skin)
SkinReference register_skin(Skin skin)Binds the given Skin to the Skeleton.
void reset_bone_pose(int bone_idx)
int bone_idx)Sets the bone pose to rest for bone_idx.
void reset_bone_poses()
Sets all bone poses to rests.
void set_bone_enabled(int bone_idx, bool enabled = true)
int bone_idx, bool enabled = true)Disables the pose for the bone at bone_idx if false, enables the bone pose if true.
void set_bone_global_pose(int bone_idx, Transform3D pose)
int bone_idx, Transform3D pose)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.
void set_bone_global_pose_override(int bone_idx, Transform3D pose, float amount, bool persistent = false)
int bone_idx, Transform3D pose, float amount, bool persistent = false)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.
void set_bone_meta(int bone_idx, StringName key, Variant value)
int bone_idx, StringName key, Variant value)Sets the metadata for the bone at index bone_idx, setting the key meta to value.
void set_bone_name(int bone_idx, String name)
int bone_idx, String name)Sets the bone name, name, for the bone at bone_idx.
void set_bone_parent(int bone_idx, int parent_idx)
int bone_idx, int parent_idx)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.
void set_bone_pose(int bone_idx, Transform3D pose)
int bone_idx, Transform3D pose)Sets the pose transform, pose, for the bone at bone_idx.
void set_bone_pose_position(int bone_idx, Vector3 position)
int bone_idx, Vector3 position)Sets the pose position of the bone at bone_idx to position. position is a Vector3 describing a position local to the Skeleton3D node.
void set_bone_pose_rotation(int bone_idx, Quaternion rotation)
int bone_idx, Quaternion rotation)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.
void set_bone_pose_scale(int bone_idx, Vector3 scale)
int bone_idx, Vector3 scale)Sets the pose scale of the bone at bone_idx to scale.
void set_bone_rest(int bone_idx, Transform3D rest)
int bone_idx, Transform3D rest)Sets the rest transform for bone bone_idx.
void unparent_bone_and_rest(int bone_idx)
int bone_idx)Unparents the bone at bone_idx and sets its rest position to that of its parent prior to being reset.
Signals
bone_enabled_changed(int bone_idx)
int bone_idx)Emitted when the bone at bone_idx is toggled with set_bone_enabled(). Use is_bone_enabled() to check the new value.
bone_list_changed()
Emitted when the list of bones changes, such as when calling add_bone(), set_bone_parent(), unparent_bone_and_rest(), or clear_bones().
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.
rest_updated()
Emitted when the rest is updated.
show_rest_only_changed()
Emitted when the value of show_rest_only changes.
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.
Constants
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.
MODIFIER_CALLBACK_MODE_PROCESS_PHYSICS = 0
Set a flag to process modification during physics frames (see Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS).
MODIFIER_CALLBACK_MODE_PROCESS_IDLE = 1
Set a flag to process modification during process frames (see Node.NOTIFICATION_INTERNAL_PROCESS).
MODIFIER_CALLBACK_MODE_PROCESS_MANUAL = 2
Do not process modification. Use advance() to process the modification manually.