Table of Contents

Class SkeletonModifier3D

A node that may modify Skeleton3D's bone.

Inheritance
SkeletonModifier3D
Derived

Remarks

SkeletonModifier3D retrieves a target Skeleton3D by having a Skeleton3D parent.

If there is AnimationMixer, modification always performs after playback process of the AnimationMixer.

This node should be used to implement custom IK solvers, constraints, or skeleton physics.

See Also

Properties

active

If true, the SkeletonModifier3D will be processing.

var active : bool = true

Property Value

bool

Remarks

  • void set_active(bool value)
  • bool is_active

influence

Sets the influence of the modification.

Note: This value is used by Skeleton3D to blend, so the SkeletonModifier3D should always apply only 100% of the result without interpolation.

var influence : float = 1.0

Property Value

float

Remarks

  • void set_influence(float value)
  • float get_influence

Methods

_process_modification

Qualifiers: virtual

Override this virtual method to implement a custom skeleton modifier. You should do things like get the Skeleton3D's current pose and apply the pose here.

_process_modification must not apply influence to bone poses because the Skeleton3D automatically applies influence to all bone poses set by the modifier.

void _process_modification

get_skeleton

Qualifiers: const

Get parent Skeleton3D node if found.

Skeleton3D get_skeleton

Events

modification_processed

Notifies when the modification have been finished.

Note: If you want to get the modified bone pose by the modifier, you must use Skeleton3D.get_bone_pose or Skeleton3D.get_bone_global_pose at the moment this signal is fired.

signal modification_processed