Attention: Here be dragons (unstable version)

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Redot.

RetargetModifier3D

Inherits: SkeletonModifier3D < Node3D < Node < Object

A modifier to transfer parent skeleton poses (or global poses) to child skeletons in model space with different rests.

Description

Retrieves the pose (or global pose) relative to the parent Skeleton's rest in model space and transfers it to the child Skeleton.

This modifier rewrites the pose of the child skeleton directly in the parent skeleton's update process. This means that it overwrites the mapped bone pose set in the normal process on the target skeleton. If you want to set the target skeleton bone pose after retargeting, you will need to add a SkeletonModifier3D child to the target skeleton and thereby modify the pose.

Note: When the use_global_pose is enabled, even if it is an unmapped bone, it can cause visual problems because the global pose is applied ignoring the parent bone's pose if it has mapped bone children. See also use_global_pose.

Properties

bool

position_enabled

true

SkeletonProfile

profile

bool

rotation_enabled

true

bool

scale_enabled

true

bool

use_global_pose

false


Property Descriptions

bool position_enabled = true 🔗

  • void set_position_enabled(value: bool)

  • bool is_position_enabled()

If true, allows to retarget the position.


SkeletonProfile profile 🔗

SkeletonProfile for retargeting bones with names matching the bone list.


bool rotation_enabled = true 🔗

  • void set_rotation_enabled(value: bool)

  • bool is_rotation_enabled()

If true, allows to retarget the rotation.


bool scale_enabled = true 🔗

  • void set_scale_enabled(value: bool)

  • bool is_scale_enabled()

If true, allows to retarget the scale.


bool use_global_pose = false 🔗

  • void set_use_global_pose(value: bool)

  • bool is_using_global_pose()

If false, in case the target skeleton has fewer bones than the source skeleton, the source bone parent's transform will be ignored.

Instead, it is possible to retarget between models with different body shapes, and position, rotation, and scale can be retargeted separately.

If true, retargeting is performed taking into account global pose.

In case the target skeleton has fewer bones than the source skeleton, the source bone parent's transform is taken into account. However, bone length between skeletons must match exactly, if not, the bones will be forced to expand or shrink.

This is useful for using dummy bone with length 0 to match postures when retargeting between models with different number of bones.