Table of Contents

Class Skeleton3D

A node containing a bone hierarchy, used to create a 3D skeletal animation.

Inheritance
Skeleton3D

Remarks

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.

See Also

Fields

NOTIFICATION_UPDATE_SKELETON

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.

const NOTIFICATION_UPDATE_SKELETON = 50

Properties

animate_physical_bones

If 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 Skeleton3D.physical_bones_start_simulation, by its active.

However, for old (deprecated) configurations, Skeleton3D has an internal virtual PhysicalBoneSimulator3D for compatibility. This property controls the internal virtual PhysicalBoneSimulator3D's active.

var animate_physical_bones : bool = true

Property Value

bool

Remarks

  • void set_animate_physical_bones(bool value)
  • bool get_animate_physical_bones

modifier_callback_mode_process

Sets the processing timing for the Modifier.

var modifier_callback_mode_process : int = 1

Property Value

int

Remarks

  • void set_modifier_callback_mode_process(int value)
  • int get_modifier_callback_mode_process

motion_scale

Multiplies the 3D position track animation.

Note: Unless this value is 1.0, the key value in animation will not match the actual position value.

var motion_scale : float = 1.0

Property Value

float

Remarks

  • void set_motion_scale(float value)
  • float get_motion_scale

show_rest_only

If true, forces the bones in their default rest pose, regardless of their values. In the editor, this also prevents the bones from being edited.

var show_rest_only : bool = false

Property Value

bool

Remarks

  • void set_show_rest_only(bool value)
  • bool is_show_rest_only

Methods

add_bone(String)

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.

int add_bone(String name)

Parameters

name String

clear_bones

Clear all the bones in this skeleton.

void clear_bones

clear_bones_global_pose_override

Removes the global pose override on all bones in the skeleton.

void clear_bones_global_pose_override

create_skin_from_rest_transforms

Skin create_skin_from_rest_transforms

find_bone(String)

Qualifiers: const

Returns the bone index that matches name as its name. Returns -1 if no bone with this name exists.

int find_bone(String name)

Parameters

name String

force_update_all_bone_transforms

Force updates the bone transforms/poses for all bones in the skeleton.

void force_update_all_bone_transforms

force_update_bone_child_transform(int)

Force updates the bone transform for the bone at bone_idx and all of its children.

void force_update_bone_child_transform(int bone_idx)

Parameters

bone_idx int

get_bone_children(int)

Qualifiers: const

Returns an array containing the bone indexes of all the child node of the passed in bone, bone_idx.

PackedInt32Array get_bone_children(int bone_idx)

Parameters

bone_idx int

get_bone_count

Qualifiers: const

Returns the number of bones in the skeleton.

int get_bone_count

get_bone_global_pose(int)

Qualifiers: const

Returns 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 modification_processed.

Transform3D get_bone_global_pose(int bone_idx)

Parameters

bone_idx int

get_bone_global_pose_no_override(int)

Qualifiers: const

Returns 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_no_override(int bone_idx)

Parameters

bone_idx int

get_bone_global_pose_override(int)

Qualifiers: const

Returns the global pose override transform for bone_idx.

Transform3D get_bone_global_pose_override(int bone_idx)

Parameters

bone_idx int

get_bone_global_rest(int)

Qualifiers: const

Returns the global rest transform for bone_idx.

Transform3D get_bone_global_rest(int bone_idx)

Parameters

bone_idx int

get_bone_meta(int, StringName)

Qualifiers: const

Returns bone metadata for bone_idx with key.

Variant get_bone_meta(int bone_idx, StringName key)

Parameters

bone_idx int
key StringName

get_bone_meta_list(int)

Qualifiers: const

Returns a list of all metadata keys for bone_idx.

StringName[] get_bone_meta_list(int bone_idx)

Parameters

bone_idx int

get_bone_name(int)

Qualifiers: const

Returns the name of the bone at index bone_idx.

String get_bone_name(int bone_idx)

Parameters

bone_idx int

get_bone_parent(int)

Qualifiers: const

Returns 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.

int get_bone_parent(int bone_idx)

Parameters

bone_idx int

get_bone_pose(int)

Qualifiers: const

Returns 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 modification_processed.

Transform3D get_bone_pose(int bone_idx)

Parameters

bone_idx int

get_bone_pose_position(int)

Qualifiers: const

Returns the pose position of the bone at bone_idx. The returned Vector3 is in the local coordinate space of the Skeleton3D node.

Vector3 get_bone_pose_position(int bone_idx)

Parameters

bone_idx int

get_bone_pose_rotation(int)

Qualifiers: const

Returns 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.

Quaternion get_bone_pose_rotation(int bone_idx)

Parameters

bone_idx int

get_bone_pose_scale(int)

Qualifiers: const

Returns the pose scale of the bone at bone_idx.

Vector3 get_bone_pose_scale(int bone_idx)

Parameters

bone_idx int

get_bone_rest(int)

Qualifiers: const

Returns the rest transform for a bone bone_idx.

Transform3D get_bone_rest(int bone_idx)

Parameters

bone_idx int

get_concatenated_bone_names

Qualifiers: const

Returns all bone names concatenated with commas (,) as a single StringName.

It is useful to set it as a hint for the enum property.

StringName get_concatenated_bone_names

get_parentless_bones

Qualifiers: const

Returns 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.

PackedInt32Array get_parentless_bones

get_version

Qualifiers: const

Returns 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.

int get_version

has_bone_meta(int, StringName)

Qualifiers: const

Returns whether there exists any bone metadata for bone_idx with key key.

bool has_bone_meta(int bone_idx, StringName key)

Parameters

bone_idx int
key StringName

is_bone_enabled(int)

Qualifiers: const

Returns whether the bone pose for the bone at bone_idx is enabled.

bool is_bone_enabled(int bone_idx)

Parameters

bone_idx int

localize_rests

Returns all bones in the skeleton to their rest poses.

void localize_rests

physical_bones_add_collision_exception(RID)

Adds a collision exception to the physical bone.

Works just like the RigidBody3D node.

void physical_bones_add_collision_exception(RID exception)

Parameters

exception RID

physical_bones_remove_collision_exception(RID)

Removes a collision exception to the physical bone.

Works just like the RigidBody3D node.

void physical_bones_remove_collision_exception(RID exception)

Parameters

exception RID

physical_bones_start_simulation(StringName[])

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_start_simulation(StringName[] bones)

Parameters

bones StringName[]

physical_bones_stop_simulation

Tells the PhysicalBone3D nodes in the Skeleton to stop simulating.

void physical_bones_stop_simulation

register_skin(Skin)

Binds the given Skin to the Skeleton.

SkinReference register_skin(Skin skin)

Parameters

skin Skin

reset_bone_pose(int)

Sets the bone pose to rest for bone_idx.

void reset_bone_pose(int bone_idx)

Parameters

bone_idx int

reset_bone_poses

Sets all bone poses to rests.

void reset_bone_poses

set_bone_enabled(int, bool)

Disables the pose for the bone at bone_idx if false, enables the bone pose if true.

void set_bone_enabled(int bone_idx, bool enabled)

Parameters

bone_idx int
enabled bool

set_bone_global_pose(int, Transform3D)

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 Skeleton3D.set_bone_pose with precalculation.

void set_bone_global_pose(int bone_idx, Transform3D pose)

Parameters

bone_idx int
pose Transform3D

set_bone_global_pose_override(int, Transform3D, float, bool)

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 affine_inverse of the node's global_transform by the desired world transform.

void set_bone_global_pose_override(int bone_idx, Transform3D pose, float amount, bool persistent)

Parameters

bone_idx int
pose Transform3D
amount float
persistent bool

set_bone_meta(int, StringName, Variant)

Sets bone metadata for bone_idx, will set the key meta to value.

void set_bone_meta(int bone_idx, StringName key, Variant value)

Parameters

bone_idx int
key StringName
value Variant

set_bone_name(int, String)

Sets the bone name, name, for the bone at bone_idx.

void set_bone_name(int bone_idx, String name)

Parameters

bone_idx int
name String

set_bone_parent(int, int)

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_parent(int bone_idx, int parent_idx)

Parameters

bone_idx int
parent_idx int

set_bone_pose(int, Transform3D)

Sets the pose transform, pose, for the bone at bone_idx.

void set_bone_pose(int bone_idx, Transform3D pose)

Parameters

bone_idx int
pose Transform3D

set_bone_pose_position(int, Vector3)

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_position(int bone_idx, Vector3 position)

Parameters

bone_idx int
position Vector3

set_bone_pose_rotation(int, Quaternion)

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_rotation(int bone_idx, Quaternion rotation)

Parameters

bone_idx int
rotation Quaternion

set_bone_pose_scale(int, Vector3)

Sets the pose scale of the bone at bone_idx to scale.

void set_bone_pose_scale(int bone_idx, Vector3 scale)

Parameters

bone_idx int
scale Vector3

set_bone_rest(int, Transform3D)

Sets the rest transform for bone bone_idx.

void set_bone_rest(int bone_idx, Transform3D rest)

Parameters

bone_idx int
rest Transform3D

unparent_bone_and_rest(int)

Unparents the bone at bone_idx and sets its rest position to that of its parent prior to being reset.

void unparent_bone_and_rest(int bone_idx)

Parameters

bone_idx int

Events

bone_enabled_changed(int)

Emitted when the bone at bone_idx is toggled with Skeleton3D.set_bone_enabled. Use Skeleton3D.is_bone_enabled to check the new value.

signal bone_enabled_changed(int bone_idx)

Parameters

bone_idx int

bone_list_changed

signal bone_list_changed

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.

signal pose_updated

rest_updated

Emitted when the rest is updated.

signal rest_updated

show_rest_only_changed

Emitted when the value of show_rest_only changes.

signal show_rest_only_changed

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 modification_processed.

signal skeleton_updated