Class reference
SkeletonProfile
Inherits Resource
Base class for a profile of a virtual skeleton used as a target for retargeting.
Description
This resource is used in EditorScenePostImport. Some parameters are referring to bones in Skeleton3D, Skin, Animation, and some other nodes are rewritten based on the parameters of SkeletonProfile. Note: These parameters need to be set only when creating a custom profile. In SkeletonProfileHumanoid, they are defined internally as read-only values.
Properties
int bone_size = 0
int bone_size = 0The amount of bones in retargeting section's BoneMap editor. For example, SkeletonProfileHumanoid has 56 bones. The size of elements in BoneMap updates when changing this property in it's assigned SkeletonProfile.
int group_size = 0
int group_size = 0The amount of groups of bones in retargeting section's BoneMap editor. For example, SkeletonProfileHumanoid has 4 groups. This property exists to separate the bone list into several sections in the editor.
StringName root_bone = &""
StringName root_bone = &""A bone name that will be used as the root bone in AnimationTree. This should be the bone of the parent of hips that exists at the world origin.
StringName scale_base_bone = &""
StringName scale_base_bone = &""A bone name which will use model's height as the coefficient for normalization. For example, SkeletonProfileHumanoid defines it as Hips.
Methods
int find_bone(StringName bone_name) const
int find_bone(StringName bone_name) constReturns the bone index that matches bone_name as its name.
StringName get_bone_name(int bone_idx) const
StringName get_bone_name(int bone_idx) constReturns the name of the bone at bone_idx that will be the key name in the BoneMap. In the retargeting process, the returned bone name is the bone name of the target skeleton.
StringName get_bone_parent(int bone_idx) const
StringName get_bone_parent(int bone_idx) constReturns the name of the bone which is the parent to the bone at bone_idx. The result is empty if the bone has no parent.
StringName get_bone_tail(int bone_idx) const
StringName get_bone_tail(int bone_idx) constReturns the name of the bone which is the tail of the bone at bone_idx.
StringName get_group(int bone_idx) const
StringName get_group(int bone_idx) constReturns the group of the bone at bone_idx.
StringName get_group_name(int group_idx) const
StringName get_group_name(int group_idx) constReturns the name of the group at group_idx that will be the drawing group in the BoneMap editor.
Vector2 get_handle_offset(int bone_idx) const
Vector2 get_handle_offset(int bone_idx) constReturns the offset of the bone at bone_idx that will be the button position in the BoneMap editor. This is the offset with origin at the top left corner of the square.
Transform3D get_reference_pose(int bone_idx) const
Transform3D get_reference_pose(int bone_idx) constReturns the reference pose transform for bone bone_idx.
int get_tail_direction(int bone_idx) const
int get_tail_direction(int bone_idx) constReturns the tail direction of the bone at bone_idx.
Texture2D get_texture(int group_idx) const
Texture2D get_texture(int group_idx) constReturns the texture of the group at group_idx that will be the drawing group background image in the BoneMap editor.
bool is_required(int bone_idx) const
bool is_required(int bone_idx) constReturns whether the bone at bone_idx is required for retargeting. This value is used by the bone map editor. If this method returns true, and no bone is assigned, the handle color will be red on the bone map editor.
void set_bone_name(int bone_idx, StringName bone_name)
int bone_idx, StringName bone_name)Sets the name of the bone at bone_idx that will be the key name in the BoneMap. In the retargeting process, the setting bone name is the bone name of the target skeleton.
void set_bone_parent(int bone_idx, StringName bone_parent)
int bone_idx, StringName bone_parent)Sets the bone with name bone_parent as the parent of the bone at bone_idx. If an empty string is passed, then the bone has no parent.
void set_bone_tail(int bone_idx, StringName bone_tail)
int bone_idx, StringName bone_tail)Sets the bone with name bone_tail as the tail of the bone at bone_idx.
void set_group(int bone_idx, StringName group)
int bone_idx, StringName group)Sets the group of the bone at bone_idx.
void set_group_name(int group_idx, StringName group_name)
int group_idx, StringName group_name)Sets the name of the group at group_idx that will be the drawing group in the BoneMap editor.
void set_handle_offset(int bone_idx, Vector2 handle_offset)
int bone_idx, Vector2 handle_offset)Sets the offset of the bone at bone_idx that will be the button position in the BoneMap editor. This is the offset with origin at the top left corner of the square.
void set_reference_pose(int bone_idx, Transform3D bone_name)
int bone_idx, Transform3D bone_name)Sets the reference pose transform for bone bone_idx.
void set_required(int bone_idx, bool required)
int bone_idx, bool required)Sets the required status for bone bone_idx to required.
void set_tail_direction(int bone_idx, int tail_direction)
int bone_idx, int tail_direction)Sets the tail direction of the bone at bone_idx. Note: This only specifies the method of calculation. The actual coordinates required should be stored in an external skeleton, so the calculation itself needs to be done externally.
void set_texture(int group_idx, Texture2D texture)
int group_idx, Texture2D texture)Sets the texture of the group at group_idx that will be the drawing group background image in the BoneMap editor.
Signals
Constants
TAIL_DIRECTION_AVERAGE_CHILDREN = 0
Direction to the average coordinates of bone children.
TAIL_DIRECTION_SPECIFIC_CHILD = 1
Direction to the coordinates of specified bone child.
TAIL_DIRECTION_END = 2
Direction is not calculated.