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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

PackedInt32Array

joints

PackedInt32Array()

PackedInt32Array

roots

PackedInt32Array()

Methods

BoneAttachment3D

get_bone_attachment(idx: int)

int

get_bone_attachment_count()

Dictionary

get_godot_bone_node()

Skeleton3D

get_godot_skeleton()

Array[String]

get_unique_names()

void

set_godot_bone_node(godot_bone_node: Dictionary)

void

set_unique_names(unique_names: Array[String])


Property Descriptions

PackedInt32Array joints = PackedInt32Array() 🔗

There is currently no description for this property. Please help us by contributing one!


PackedInt32Array roots = PackedInt32Array() 🔗

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() 🔗

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Dictionary get_godot_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 Godot converts skeleton bones to GLTF nodes.


Skeleton3D get_godot_skeleton() 🔗

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Array[String] get_unique_names() 🔗

There is currently no description for this method. Please help us by contributing one!


void set_godot_bone_node(godot_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 Godot 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!