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
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
Methods
GetSkeleton()
Get parent Skeleton3D node if found.
public Skeleton3D GetSkeleton()
Returns
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_nameName of the method to check for.
Returns
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_nameName of the signal to check for.
Returns
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_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.
Returns
_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