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GLTFSkeleton¶
Inherits: Resource < RefCounted < Object
There is currently no description for this class. Please help us by contributing one!
Tutorials¶
Properties¶
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Methods¶
get_bone_attachment(idx: int) |
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void |
set_redot_bone_node(redot_bone_node: Dictionary) |
void |
set_unique_names(unique_names: Array[String]) |
Property Descriptions¶
PackedInt32Array joints = PackedInt32Array()
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void set_joints(value: PackedInt32Array)
PackedInt32Array get_joints()
There is currently no description for this property. Please help us by contributing one!
PackedInt32Array roots = PackedInt32Array()
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void set_roots(value: PackedInt32Array)
PackedInt32Array get_roots()
There is currently no description for this property. Please help us by contributing one!
Method Descriptions¶
BoneAttachment3D get_bone_attachment(idx: int) 🔗
There is currently no description for this method. Please help us by contributing one!
int get_bone_attachment_count() 🔗
There is currently no description for this method. Please help us by contributing one!
Dictionary get_redot_bone_node() 🔗
Returns a Dictionary that maps skeleton bone indices to the indices of GLTF nodes. This property is unused during import, and only set during export. In a GLTF file, a bone is a node, so Redot converts skeleton bones to GLTF nodes.
Skeleton3D get_redot_skeleton() 🔗
There is currently no description for this method. Please help us by contributing one!
Array[String] get_unique_names() 🔗
There is currently no description for this method. Please help us by contributing one!
void set_redot_bone_node(redot_bone_node: Dictionary) 🔗
Sets a Dictionary that maps skeleton bone indices to the indices of GLTF nodes. This property is unused during import, and only set during export. In a GLTF file, a bone is a node, so Redot converts skeleton bones to GLTF nodes.
void set_unique_names(unique_names: Array[String]) 🔗
There is currently no description for this method. Please help us by contributing one!