Table of Contents

Class SkeletonModifier3D

Namespace
Godot
Assembly
GodotSharp.dll

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.

public class SkeletonModifier3D : Node3D, IDisposable
Inheritance
SkeletonModifier3D
Implements
Derived
Inherited Members

Constructors

SkeletonModifier3D()

public SkeletonModifier3D()

Properties

Active

If true, the SkeletonModifier3D will be processing.

public bool Active { get; set; }

Property Value

bool

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.

public float Influence { get; set; }

Property Value

float

Methods

GetSkeleton()

Get parent Skeleton3D node if found.

public Skeleton3D GetSkeleton()

Returns

Skeleton3D

HasGodotClassMethod(in godot_string_name)

Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.

protected override bool HasGodotClassMethod(in godot_string_name method)

Parameters

method godot_string_name

Name of the method to check for.

Returns

bool

HasGodotClassSignal(in godot_string_name)

Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.

protected override bool HasGodotClassSignal(in godot_string_name signal)

Parameters

signal godot_string_name

Name of the signal to check for.

Returns

bool

InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)

Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.

protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)

Parameters

method godot_string_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool

_ProcessModification()

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.

_ProcessModification() must not apply Influence to bone poses because the Skeleton3D automatically applies influence to all bone poses set by the modifier.

public virtual void _ProcessModification()

Events

ModificationProcessed

Notifies when the modification have been finished.

Note: If you want to get the modified bone pose by the modifier, you must use GetBonePose(int) or GetBoneGlobalPose(int) at the moment this signal is fired.

public event Action ModificationProcessed

Event Type

Action