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Skeleton3D ​

Inherits: Node3D < Node < Object

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

Description

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.

Tutorials

Properties

bool

animate_physical_bones

true

ModifierCallbackModeProcess

modifier_callback_mode_process

1

float

motion_scale

1.0

bool

show_rest_only

false

Methods

int

add_bone(name: String)

void

clear_bones()

void

clear_bones_global_pose_override()

Skin

create_skin_from_rest_transforms()

int

find_bone(name: String) const

void

force_update_all_bone_transforms()

void

force_update_bone_child_transform(bone_idx: int)

PackedInt32Array

get_bone_children(bone_idx: int) const

int

get_bone_count() const

Transform3D

get_bone_global_pose(bone_idx: int) const

Transform3D

get_bone_global_pose_no_override(bone_idx: int) const

Transform3D

get_bone_global_pose_override(bone_idx: int) const

Transform3D

get_bone_global_rest(bone_idx: int) const

String

get_bone_name(bone_idx: int) const

int

get_bone_parent(bone_idx: int) const

Transform3D

get_bone_pose(bone_idx: int) const

Vector3

get_bone_pose_position(bone_idx: int) const

Quaternion

get_bone_pose_rotation(bone_idx: int) const

Vector3

get_bone_pose_scale(bone_idx: int) const

Transform3D

get_bone_rest(bone_idx: int) const

StringName

get_concatenated_bone_names() const

PackedInt32Array

get_parentless_bones() const

int

get_version() const

bool

is_bone_enabled(bone_idx: int) const

void

localize_rests()

void

physical_bones_add_collision_exception(exception: RID)

void

physical_bones_remove_collision_exception(exception: RID)

void

physical_bones_start_simulation(bones: Array[StringName] = [])

void

physical_bones_stop_simulation()

SkinReference

register_skin(skin: Skin)

void

reset_bone_pose(bone_idx: int)

void

reset_bone_poses()

void

set_bone_enabled(bone_idx: int, enabled: bool = true)

void

set_bone_global_pose(bone_idx: int, pose: Transform3D)

void

set_bone_global_pose_override(bone_idx: int, pose: Transform3D, amount: float, persistent: bool = false)

void

set_bone_name(bone_idx: int, name: String)

void

set_bone_parent(bone_idx: int, parent_idx: int)

void

set_bone_pose(bone_idx: int, pose: Transform3D)

void

set_bone_pose_position(bone_idx: int, position: Vector3)

void

set_bone_pose_rotation(bone_idx: int, rotation: Quaternion)

void

set_bone_pose_scale(bone_idx: int, scale: Vector3)

void

set_bone_rest(bone_idx: int, rest: Transform3D)

void

unparent_bone_and_rest(bone_idx: int)


Signals

bone_enabled_changed(bone_idx: int) 🔗

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


bone_list_changed() 🔗

There is currently no description for this signal. Please help us by Contributing to the class reference!


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.


show_rest_only_changed() 🔗

Emitted when the value of show_rest_only changes.


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 SkeletonModifier3D.modification_processed.


Enumerations

enum ModifierCallbackModeProcess: 🔗

ModifierCallbackModeProcess MODIFIER_CALLBACK_MODE_PROCESS_PHYSICS = 0

Set a flag to process modification during physics frames (see Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS).

ModifierCallbackModeProcess MODIFIER_CALLBACK_MODE_PROCESS_IDLE = 1

Set a flag to process modification during process frames (see Node.NOTIFICATION_INTERNAL_PROCESS).


Constants

NOTIFICATION_UPDATE_SKELETON = 50 🔗

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.


Property Descriptions

bool animate_physical_bones = true 🔗

  • void set_animate_physical_bones(value: bool)

  • bool get_animate_physical_bones()

Deprecated: This property may be changed or removed in future versions.

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 physical_bones_start_simulation, by its SkeletonModifier3D.active.

However, for old (deprecated) configurations, Skeleton3D has an internal virtual PhysicalBoneSimulator3D for compatibility. This property controls the internal virtual PhysicalBoneSimulator3D's SkeletonModifier3D.active.


ModifierCallbackModeProcess modifier_callback_mode_process = 1 🔗

Sets the processing timing for the Modifier.


float motion_scale = 1.0 🔗

  • void set_motion_scale(value: float)

  • float get_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.


bool show_rest_only = false 🔗

  • void set_show_rest_only(value: bool)

  • bool is_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.


Method Descriptions

int add_bone(name: 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.


void clear_bones() 🔗

Clear all the bones in this skeleton.


void clear_bones_global_pose_override() 🔗

Deprecated: This method may be changed or removed in future versions.

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


Skin create_skin_from_rest_transforms() 🔗

There is currently no description for this method. Please help us by Contributing to the class reference!


int find_bone(name: String) const 🔗

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


void force_update_all_bone_transforms() 🔗

Deprecated: This method should only be called internally.

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


void force_update_bone_child_transform(bone_idx: int) 🔗

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


PackedInt32Array get_bone_children(bone_idx: int) const 🔗

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


int get_bone_count() const 🔗

Returns the number of bones in the skeleton.


Transform3D get_bone_global_pose(bone_idx: int) 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 SkeletonModifier3D.modification_processed.


Transform3D get_bone_global_pose_no_override(bone_idx: int) const 🔗

Deprecated: This method may be changed or removed in future versions.

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_override(bone_idx: int) const 🔗

Deprecated: This method may be changed or removed in future versions.

Returns the global pose override transform for bone_idx.


Transform3D get_bone_global_rest(bone_idx: int) const 🔗

Returns the global rest transform for bone_idx.


String get_bone_name(bone_idx: int) const 🔗

Returns the name of the bone at index bone_idx.


int get_bone_parent(bone_idx: int) 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.


Transform3D get_bone_pose(bone_idx: int) 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 SkeletonModifier3D.modification_processed.


Vector3 get_bone_pose_position(bone_idx: int) const 🔗

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


Quaternion get_bone_pose_rotation(bone_idx: int) 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.


Vector3 get_bone_pose_scale(bone_idx: int) const 🔗

Returns the pose scale of the bone at bone_idx.


Transform3D get_bone_rest(bone_idx: int) const 🔗

Returns the rest transform for a bone bone_idx.


StringName get_concatenated_bone_names() 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.


PackedInt32Array get_parentless_bones() 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.


int get_version() 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.


bool is_bone_enabled(bone_idx: int) const 🔗

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


void localize_rests() 🔗

Returns all bones in the skeleton to their rest poses.


void physical_bones_add_collision_exception(exception: RID) 🔗

Deprecated: This method may be changed or removed in future versions.

Adds a collision exception to the physical bone.

Works just like the RigidBody3D node.


void physical_bones_remove_collision_exception(exception: RID) 🔗

Deprecated: This method may be changed or removed in future versions.

Removes a collision exception to the physical bone.

Works just like the RigidBody3D node.


void physical_bones_start_simulation(bones: Array[StringName] = []) 🔗

Deprecated: This method may be changed or removed in future versions.

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_stop_simulation() 🔗

Deprecated: This method may be changed or removed in future versions.

Tells the PhysicalBone3D nodes in the Skeleton to stop simulating.


SkinReference register_skin(skin: Skin) 🔗

Binds the given Skin to the Skeleton.


void reset_bone_pose(bone_idx: int) 🔗

Sets the bone pose to rest for bone_idx.


void reset_bone_poses() 🔗

Sets all bone poses to rests.


void set_bone_enabled(bone_idx: int, enabled: bool = true) 🔗

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


void set_bone_global_pose(bone_idx: int, pose: 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 set_bone_pose with precalculation.


void set_bone_global_pose_override(bone_idx: int, pose: Transform3D, amount: float, persistent: bool = false) 🔗

Deprecated: This method may be changed or removed in future versions.

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 Transform3D.affine_inverse of the node's Node3D.global_transform by the desired world transform.


void set_bone_name(bone_idx: int, name: String) 🔗

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


void set_bone_parent(bone_idx: int, parent_idx: 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_pose(bone_idx: int, pose: Transform3D) 🔗

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


void set_bone_pose_position(bone_idx: int, position: 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_rotation(bone_idx: int, rotation: 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_scale(bone_idx: int, scale: Vector3) 🔗

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


void set_bone_rest(bone_idx: int, rest: Transform3D) 🔗

Sets the rest transform for bone bone_idx.


void unparent_bone_and_rest(bone_idx: int) 🔗

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