/Godot 3.2


Inherits: Node2D < CanvasItem < Node < Object

Joint used with Skeleton2D to control and animate other nodes.


Use a hierarchy of Bone2D bound to a Skeleton2D to control, and animate other Node2D nodes.

You can use Bone2D and Skeleton2D nodes to animate 2D meshes created with the Polygon 2D UV editor.

Each bone has a rest transform that you can reset to with apply_rest. These rest poses are relative to the bone's parent.

If in the editor, you can set the rest pose of an entire skeleton using a menu option, from the code, you need to iterate over the bones to set their individual rest poses.


float default_length 16.0
Transform2D rest Transform2D( 0, 0, 0, 0, 0, 0 )


void apply_rest ( )
int get_index_in_skeleton ( ) const
Transform2D get_skeleton_rest ( ) const

Property Descriptions

float default_length

Default 16.0
Setter set_default_length(value)
Getter get_default_length()

Length of the bone's representation drawn in the editor's viewport in pixels.

Transform2D rest

Default Transform2D( 0, 0, 0, 0, 0, 0 )
Setter set_rest(value)
Getter get_rest()

Rest transform of the bone. You can reset the node's transforms to this value using apply_rest.

Method Descriptions

void apply_rest ( )

Stores the node's current transforms in rest.

int get_index_in_skeleton ( ) const

Returns the node's index as part of the entire skeleton. See Skeleton2D.

Transform2D get_skeleton_rest ( ) const

Returns the node's rest Transform2D if it doesn't have a parent, or its rest pose relative to its parent.

© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.