Class RetargetModifier3D
- Namespace
- Godot
- Assembly
- GodotSharp.dll
Retrieves the pose (or global pose) relative to the parent Skeleton's rest in model space and transfers it to the child Skeleton.
This modifier rewrites the pose of the child skeleton directly in the parent skeleton's update process. This means that it overwrites the mapped bone pose set in the normal process on the target skeleton. If you want to set the target skeleton bone pose after retargeting, you will need to add a SkeletonModifier3D child to the target skeleton and thereby modify the pose.
Note: When the UseGlobalPose is enabled, even if it is an unmapped bone, it can cause visual problems because the global pose is applied ignoring the parent bone's pose if it has mapped bone children. See also UseGlobalPose.
public class RetargetModifier3D : SkeletonModifier3D, IDisposable
- Inheritance
-
RetargetModifier3D
- Implements
- Inherited Members
Constructors
RetargetModifier3D()
public RetargetModifier3D()
Properties
Enable
Flags to control the process of the transform elements individually when UseGlobalPose is disabled.
public RetargetModifier3D.TransformFlag Enable { get; set; }
Property Value
Profile
SkeletonProfile for retargeting bones with names matching the bone list.
public SkeletonProfile Profile { get; set; }
Property Value
UseGlobalPose
If false, in case the target skeleton has fewer bones than the source skeleton, the source bone parent's transform will be ignored.
Instead, it is possible to retarget between models with different body shapes, and position, rotation, and scale can be retargeted separately.
If true, retargeting is performed taking into account global pose.
In case the target skeleton has fewer bones than the source skeleton, the source bone parent's transform is taken into account. However, bone length between skeletons must match exactly, if not, the bones will be forced to expand or shrink.
This is useful for using dummy bone with length 0
to match postures when retargeting between models with different number of bones.
public bool UseGlobalPose { get; set; }
Property Value
Methods
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
IsPositionEnabled()
public bool IsPositionEnabled()
Returns
IsRotationEnabled()
public bool IsRotationEnabled()
Returns
IsScaleEnabled()
public bool IsScaleEnabled()
Returns
SetPositionEnabled(bool)
public void SetPositionEnabled(bool enabled)
Parameters
enabled
bool
SetRotationEnabled(bool)
public void SetRotationEnabled(bool enabled)
Parameters
enabled
bool
SetScaleEnabled(bool)
public void SetScaleEnabled(bool enabled)
Parameters
enabled
bool