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SpringBoneSimulator3Dยถ

Inherits: SkeletonModifier3D < Node3D < Node < Object

A SkeletonModifier3D to apply inertial wavering to bone chains.

Descriptionยถ

This SkeletonModifier3D can be used to wiggle hair, cloth, and tails. This modifier behaves differently from PhysicalBoneSimulator3D as it attempts to return the original pose after modification.

If you setup set_root_bone and set_end_bone, it is treated as one bone chain. Note that it does not support a branched chain like Y-shaped chains.

When a bone chain is created, an array is generated from the bones that exist in between and listed in the joint list.

Several properties can be applied to each joint, such as set_joint_stiffness, set_joint_drag, and set_joint_gravity.

For simplicity, you can set values to all joints at the same time by using a Curve. If you want to specify detailed values individually, set set_individual_config to true.

For physical simulation, SpringBoneSimulator3D can have children as self-standing collisions that are not related to PhysicsServer3D, see also SpringBoneCollision3D.

Warning: A scaled SpringBoneSimulator3D will likely not behave as expected. Make sure that the parent Skeleton3D and its bones are not scaled.

Propertiesยถ

Vector3

external_force

Vector3(0, 0, 0)

int

setting_count

0

Methodsยถ

bool

are_all_child_collisions_enabled(index: int) const

void

clear_collisions(index: int)

void

clear_exclude_collisions(index: int)

void

clear_settings()

int

get_center_bone(index: int) const

String

get_center_bone_name(index: int) const

CenterFrom

get_center_from(index: int) const

NodePath

get_center_node(index: int) const

int

get_collision_count(index: int) const

NodePath

get_collision_path(index: int, collision: int) const

float

get_drag(index: int) const

Curve

get_drag_damping_curve(index: int) const

int

get_end_bone(index: int) const

BoneDirection

get_end_bone_direction(index: int) const

float

get_end_bone_length(index: int) const

String

get_end_bone_name(index: int) const

int

get_exclude_collision_count(index: int) const

NodePath

get_exclude_collision_path(index: int, collision: int) const

float

get_gravity(index: int) const

Curve

get_gravity_damping_curve(index: int) const

Vector3

get_gravity_direction(index: int) const

int

get_joint_bone(index: int, joint: int) const

String

get_joint_bone_name(index: int, joint: int) const

int

get_joint_count(index: int) const

float

get_joint_drag(index: int, joint: int) const

float

get_joint_gravity(index: int, joint: int) const

Vector3

get_joint_gravity_direction(index: int, joint: int) const

float

get_joint_radius(index: int, joint: int) const

RotationAxis

get_joint_rotation_axis(index: int, joint: int) const

float

get_joint_stiffness(index: int, joint: int) const

float

get_radius(index: int) const

Curve

get_radius_damping_curve(index: int) const

int

get_root_bone(index: int) const

String

get_root_bone_name(index: int) const

RotationAxis

get_rotation_axis(index: int) const

float

get_stiffness(index: int) const

Curve

get_stiffness_damping_curve(index: int) const

bool

is_config_individual(index: int) const

bool

is_end_bone_extended(index: int) const

void

reset()

void

set_center_bone(index: int, bone: int)

void

set_center_bone_name(index: int, bone_name: String)

void

set_center_from(index: int, center_from: CenterFrom)

void

set_center_node(index: int, node_path: NodePath)

void

set_collision_count(index: int, count: int)

void

set_collision_path(index: int, collision: int, node_path: NodePath)

void

set_drag(index: int, drag: float)

void

set_drag_damping_curve(index: int, curve: Curve)

void

set_enable_all_child_collisions(index: int, enabled: bool)

void

set_end_bone(index: int, bone: int)

void

set_end_bone_direction(index: int, bone_direction: BoneDirection)

void

set_end_bone_length(index: int, length: float)

void

set_end_bone_name(index: int, bone_name: String)

void

set_exclude_collision_count(index: int, count: int)

void

set_exclude_collision_path(index: int, collision: int, node_path: NodePath)

void

set_extend_end_bone(index: int, enabled: bool)

void

set_gravity(index: int, gravity: float)

void

set_gravity_damping_curve(index: int, curve: Curve)

void

set_gravity_direction(index: int, gravity_direction: Vector3)

void

set_individual_config(index: int, enabled: bool)

void

set_joint_drag(index: int, joint: int, drag: float)

void

set_joint_gravity(index: int, joint: int, gravity: float)

void

set_joint_gravity_direction(index: int, joint: int, gravity_direction: Vector3)

void

set_joint_radius(index: int, joint: int, radius: float)

void

set_joint_rotation_axis(index: int, joint: int, axis: RotationAxis)

void

set_joint_stiffness(index: int, joint: int, stiffness: float)

void

set_radius(index: int, radius: float)

void

set_radius_damping_curve(index: int, curve: Curve)

void

set_root_bone(index: int, bone: int)

void

set_root_bone_name(index: int, bone_name: String)

void

set_rotation_axis(index: int, axis: RotationAxis)

void

set_stiffness(index: int, stiffness: float)

void

set_stiffness_damping_curve(index: int, curve: Curve)


Enumerationsยถ

enum BoneDirection: ๐Ÿ”—

BoneDirection BONE_DIRECTION_PLUS_X = 0

Enumerated value for the +X axis.

BoneDirection BONE_DIRECTION_MINUS_X = 1

Enumerated value for the -X axis.

BoneDirection BONE_DIRECTION_PLUS_Y = 2

Enumerated value for the +Y axis.

BoneDirection BONE_DIRECTION_MINUS_Y = 3

Enumerated value for the -Y axis.

BoneDirection BONE_DIRECTION_PLUS_Z = 4

Enumerated value for the +Z axis.

BoneDirection BONE_DIRECTION_MINUS_Z = 5

Enumerated value for the -Z axis.

BoneDirection BONE_DIRECTION_FROM_PARENT = 6

Enumerated value for the axis from a parent bone to the child bone.


enum CenterFrom: ๐Ÿ”—

CenterFrom CENTER_FROM_WORLD_ORIGIN = 0

The world origin is defined as center.

CenterFrom CENTER_FROM_NODE = 1

The Node3D specified by set_center_node is defined as center.

If Node3D is not found, the parent Skeleton3D is treated as center.

CenterFrom CENTER_FROM_BONE = 2

The bone pose origin of the parent Skeleton3D specified by set_center_bone is defined as center.

If Node3D is not found, the parent Skeleton3D is treated as center.


enum RotationAxis: ๐Ÿ”—

RotationAxis ROTATION_AXIS_X = 0

Enumerated value for the rotation of the X axis.

RotationAxis ROTATION_AXIS_Y = 1

Enumerated value for the rotation of the Y axis.

RotationAxis ROTATION_AXIS_Z = 2

Enumerated value for the rotation of the Z axis.

RotationAxis ROTATION_AXIS_ALL = 3

Enumerated value for the unconstrained rotation.


Property Descriptionsยถ

Vector3 external_force = Vector3(0, 0, 0) ๐Ÿ”—

  • void set_external_force(value: Vector3)

  • Vector3 get_external_force()

The constant force that always affected bones. It is equal to the result when the parent Skeleton3D moves at this speed in the opposite direction.

This is useful for effects such as wind and anti-gravity.


int setting_count = 0 ๐Ÿ”—

  • void set_setting_count(value: int)

  • int get_setting_count()

The number of settings.


Method Descriptionsยถ

bool are_all_child_collisions_enabled(index: int) const ๐Ÿ”—

Returns true if the all child SpringBoneCollision3Ds are contained in the collision list at index in the settings.


void clear_collisions(index: int) ๐Ÿ”—

Clears all collisions from the collision list at index in the settings when are_all_child_collisions_enabled is false.


void clear_exclude_collisions(index: int) ๐Ÿ”—

Clears all exclude collisions from the collision list at index in the settings when are_all_child_collisions_enabled is true.


void clear_settings() ๐Ÿ”—

Clears all settings.


int get_center_bone(index: int) const ๐Ÿ”—

Returns the center bone index of the bone chain.


String get_center_bone_name(index: int) const ๐Ÿ”—

Returns the center bone name of the bone chain.


CenterFrom get_center_from(index: int) const ๐Ÿ”—

Returns what the center originates from in the bone chain.


NodePath get_center_node(index: int) const ๐Ÿ”—

Returns the center node path of the bone chain.


int get_collision_count(index: int) const ๐Ÿ”—

Returns the collision count of the bone chain's collision list when are_all_child_collisions_enabled is false.


NodePath get_collision_path(index: int, collision: int) const ๐Ÿ”—

Returns the node path of the SpringBoneCollision3D at collision in the bone chain's collision list when are_all_child_collisions_enabled is false.


float get_drag(index: int) const ๐Ÿ”—

Returns the drag force damping curve of the bone chain.


Curve get_drag_damping_curve(index: int) const ๐Ÿ”—

Returns the drag force damping curve of the bone chain.


int get_end_bone(index: int) const ๐Ÿ”—

Returns the end bone index of the bone chain.


BoneDirection get_end_bone_direction(index: int) const ๐Ÿ”—

Returns the end bone's tail direction of the bone chain when is_end_bone_extended is true.


float get_end_bone_length(index: int) const ๐Ÿ”—

Returns the end bone's tail length of the bone chain when is_end_bone_extended is true.


String get_end_bone_name(index: int) const ๐Ÿ”—

Returns the end bone name of the bone chain.


int get_exclude_collision_count(index: int) const ๐Ÿ”—

Returns the exclude collision count of the bone chain's exclude collision list when are_all_child_collisions_enabled is true.


NodePath get_exclude_collision_path(index: int, collision: int) const ๐Ÿ”—

Returns the node path of the SpringBoneCollision3D at collision in the bone chain's exclude collision list when are_all_child_collisions_enabled is true.


float get_gravity(index: int) const ๐Ÿ”—

Returns the gravity amount of the bone chain.


Curve get_gravity_damping_curve(index: int) const ๐Ÿ”—

Returns the gravity amount damping curve of the bone chain.


Vector3 get_gravity_direction(index: int) const ๐Ÿ”—

Returns the gravity direction of the bone chain.


int get_joint_bone(index: int, joint: int) const ๐Ÿ”—

Returns the bone index at joint in the bone chain's joint list.


String get_joint_bone_name(index: int, joint: int) const ๐Ÿ”—

Returns the bone name at joint in the bone chain's joint list.


int get_joint_count(index: int) const ๐Ÿ”—

Returns the joint count of the bone chain's joint list.


float get_joint_drag(index: int, joint: int) const ๐Ÿ”—

Returns the drag force at joint in the bone chain's joint list.


float get_joint_gravity(index: int, joint: int) const ๐Ÿ”—

Returns the gravity amount at joint in the bone chain's joint list.


Vector3 get_joint_gravity_direction(index: int, joint: int) const ๐Ÿ”—

Returns the gravity direction at joint in the bone chain's joint list.


float get_joint_radius(index: int, joint: int) const ๐Ÿ”—

Returns the radius at joint in the bone chain's joint list.


RotationAxis get_joint_rotation_axis(index: int, joint: int) const ๐Ÿ”—

Returns the rotation axis at joint in the bone chain's joint list.


float get_joint_stiffness(index: int, joint: int) const ๐Ÿ”—

Returns the stiffness force at joint in the bone chain's joint list.


float get_radius(index: int) const ๐Ÿ”—

Returns the joint radius of the bone chain.


Curve get_radius_damping_curve(index: int) const ๐Ÿ”—

Returns the joint radius damping curve of the bone chain.


int get_root_bone(index: int) const ๐Ÿ”—

Returns the root bone index of the bone chain.


String get_root_bone_name(index: int) const ๐Ÿ”—

Returns the root bone name of the bone chain.


RotationAxis get_rotation_axis(index: int) const ๐Ÿ”—

Returns the rotation axis of the bone chain.


float get_stiffness(index: int) const ๐Ÿ”—

Returns the stiffness force of the bone chain.


Curve get_stiffness_damping_curve(index: int) const ๐Ÿ”—

Returns the stiffness force damping curve of the bone chain.


bool is_config_individual(index: int) const ๐Ÿ”—

Returns true if the config can be edited individually for each joint.


bool is_end_bone_extended(index: int) const ๐Ÿ”—

Returns true if the end bone is extended to have the tail.


void reset() ๐Ÿ”—

Resets a simulating state with respect to the current bone pose.

It is useful to prevent the simulation result getting violent. For example, calling this immediately after a call to AnimationPlayer.play without a fading, or within the previous SkeletonModifier3D.modification_processed signal if it's condition changes significantly.


void set_center_bone(index: int, bone: int) ๐Ÿ”—

Sets the center bone index of the bone chain.


void set_center_bone_name(index: int, bone_name: String) ๐Ÿ”—

Sets the center bone name of the bone chain.


void set_center_from(index: int, center_from: CenterFrom) ๐Ÿ”—

Sets what the center originates from in the bone chain.

Bone movement is calculated based on the difference in relative distance between center and bone in the previous and next frames.

For example, if the parent Skeleton3D is used as the center, the bones are considered to have not moved if the Skeleton3D moves in the world.

In this case, only a change in the bone pose is considered to be a bone movement.


void set_center_node(index: int, node_path: NodePath) ๐Ÿ”—

Sets the center node path of the bone chain.


void set_collision_count(index: int, count: int) ๐Ÿ”—

Sets the number of collisions in the collision list at index in the settings when are_all_child_collisions_enabled is false.


void set_collision_path(index: int, collision: int, node_path: NodePath) ๐Ÿ”—

Sets the node path of the SpringBoneCollision3D at collision in the bone chain's collision list when are_all_child_collisions_enabled is false.


void set_drag(index: int, drag: float) ๐Ÿ”—

Sets the drag force of the bone chain. The greater the value, the more suppressed the wiggling.

The value is scaled by set_drag_damping_curve and cached in each joint setting in the joint list.


void set_drag_damping_curve(index: int, curve: Curve) ๐Ÿ”—

Sets the drag force damping curve of the bone chain.


void set_enable_all_child_collisions(index: int, enabled: bool) ๐Ÿ”—

If sets enabled to true, the all child SpringBoneCollision3Ds are collided and set_exclude_collision_path is enabled as an exclusion list at index in the settings.

If sets enabled to false, you need to manually register all valid collisions with set_collision_path.


void set_end_bone(index: int, bone: int) ๐Ÿ”—

Sets the end bone index of the bone chain.


void set_end_bone_direction(index: int, bone_direction: BoneDirection) ๐Ÿ”—

Sets the end bone tail direction of the bone chain when is_end_bone_extended is true.


void set_end_bone_length(index: int, length: float) ๐Ÿ”—

Sets the end bone tail length of the bone chain when is_end_bone_extended is true.


void set_end_bone_name(index: int, bone_name: String) ๐Ÿ”—

Sets the end bone name of the bone chain.

Note: End bone must be the root bone or a child of the root bone. If they are the same, the tail must be extended by set_extend_end_bone to jiggle the bone.


void set_exclude_collision_count(index: int, count: int) ๐Ÿ”—

Sets the number of exclude collisions in the exclude collision list at index in the settings when are_all_child_collisions_enabled is true.


void set_exclude_collision_path(index: int, collision: int, node_path: NodePath) ๐Ÿ”—

Sets the node path of the SpringBoneCollision3D at collision in the bone chain's exclude collision list when are_all_child_collisions_enabled is true.


void set_extend_end_bone(index: int, enabled: bool) ๐Ÿ”—

If enabled is true, the end bone is extended to have the tail.

The extended tail config is allocated to the last element in the joint list.

In other words, if you set enabled is false, the config of last element in the joint list has no effect in the simulated result.


void set_gravity(index: int, gravity: float) ๐Ÿ”—

Sets the gravity amount of the bone chain. This value is not an acceleration, but a constant velocity of movement in set_gravity_direction.

If gravity is not 0, the modified pose will not return to the original pose since it is always affected by gravity.

The value is scaled by set_gravity_damping_curve and cached in each joint setting in the joint list.


void set_gravity_damping_curve(index: int, curve: Curve) ๐Ÿ”—

Sets the gravity amount damping curve of the bone chain.


void set_gravity_direction(index: int, gravity_direction: Vector3) ๐Ÿ”—

Sets the gravity direction of the bone chain. This value is internally normalized and then multiplied by set_gravity.

The value is cached in each joint setting in the joint list.


void set_individual_config(index: int, enabled: bool) ๐Ÿ”—

If enabled is true, the config can be edited individually for each joint.


void set_joint_drag(index: int, joint: int, drag: float) ๐Ÿ”—

Sets the drag force at joint in the bone chain's joint list when is_config_individual is true.


void set_joint_gravity(index: int, joint: int, gravity: float) ๐Ÿ”—

Sets the gravity amount at joint in the bone chain's joint list when is_config_individual is true.


void set_joint_gravity_direction(index: int, joint: int, gravity_direction: Vector3) ๐Ÿ”—

Sets the gravity direction at joint in the bone chain's joint list when is_config_individual is true.


void set_joint_radius(index: int, joint: int, radius: float) ๐Ÿ”—

Sets the joint radius at joint in the bone chain's joint list when is_config_individual is true.


void set_joint_rotation_axis(index: int, joint: int, axis: RotationAxis) ๐Ÿ”—

Sets the rotation axis at joint in the bone chain's joint list when is_config_individual is true.


void set_joint_stiffness(index: int, joint: int, stiffness: float) ๐Ÿ”—

Sets the stiffness force at joint in the bone chain's joint list when is_config_individual is true.


void set_radius(index: int, radius: float) ๐Ÿ”—

Sets the joint radius of the bone chain. It is used to move and slide with the SpringBoneCollision3D in the collision list.

The value is scaled by set_radius_damping_curve and cached in each joint setting in the joint list.


void set_radius_damping_curve(index: int, curve: Curve) ๐Ÿ”—

Sets the joint radius damping curve of the bone chain.


void set_root_bone(index: int, bone: int) ๐Ÿ”—

Sets the root bone index of the bone chain.


void set_root_bone_name(index: int, bone_name: String) ๐Ÿ”—

Sets the root bone name of the bone chain.


void set_rotation_axis(index: int, axis: RotationAxis) ๐Ÿ”—

Sets the rotation axis of the bone chain. If sets a specific axis, it acts like a hinge joint.

The value is cached in each joint setting in the joint list.

Note: The rotation axis and the forward vector shouldn't be colinear to avoid unintended rotation since SpringBoneSimulator3D does not factor in twisting forces.


void set_stiffness(index: int, stiffness: float) ๐Ÿ”—

Sets the stiffness force of the bone chain. The greater the value, the faster it recovers to its initial pose.

If stiffness is 0, the modified pose will not return to the original pose.

The value is scaled by set_stiffness_damping_curve and cached in each joint setting in the joint list.


void set_stiffness_damping_curve(index: int, curve: Curve) ๐Ÿ”—

Sets the stiffness force damping curve of the bone chain.