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SkeletonModifier3D¶
Inherits: Node3D < Node < Object
Inherited By: PhysicalBoneSimulator3D, SkeletonIK3D, XRBodyModifier3D, XRHandModifier3D
A Node that may modify Skeleton3D's bone.
Description¶
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.
Tutorials¶
Properties¶
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Methods¶
void |
_process_modification() virtual |
get_skeleton() const |
Signals¶
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.
Property Descriptions¶
If true
, the SkeletonModifier3D will be processing.
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.
Method Descriptions¶
void _process_modification() 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.
Skeleton3D get_skeleton() const 🔗
Get parent Skeleton3D node if found.