Inherits: Node3D < Node < Object
А node that dynamically copies or overrides the 3D transform of a bone in its parent Skeleton3D.
This node selects a bone in a Skeleton3D and attaches to it. This means that the BoneAttachment3D node will either dynamically copy or override the 3D transform of the selected bone.
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get_external_skeleton ( ) const | |
get_use_external_skeleton ( ) const | |
void | on_bone_pose_update ( int bone_index ) |
void | set_external_skeleton ( NodePath external_skeleton ) |
void | set_use_external_skeleton ( bool use_external_skeleton ) |
-1
The index of the attached bone.
""
The name of the attached bone.
false
Whether the BoneAttachment3D node will override the bone pose of the bone it is attached to. When set to true, the BoneAttachment3D node can change the pose of the bone. When set to false, the BoneAttachment3D will always be set to the bone's transform.
Returns the NodePath to the external Skeleton3D node, if one has been set.
Returns whether the BoneAttachment3D node is using an external Skeleton3D rather than attempting to use its parent node as the Skeleton3D.
A function that is called automatically when the Skeleton3D the BoneAttachment3D node is using has a bone that has changed its pose. This function is where the BoneAttachment3D node updates its position so it is correctly bound when it is not set to override the bone pose.
Sets the NodePath to the external skeleton that the BoneAttachment3D node should use. See set_use_external_skeleton to enable the external Skeleton3D node.
Sets whether the BoneAttachment3D node will use an external Skeleton3D node rather than attempting to use its parent node as the Skeleton3D. When set to true, the BoneAttachment3D node will use the external Skeleton3D node set in set_external_skeleton.
© 2014–present Juan Linietsky, Ariel Manzur and the Godot community
Licensed under the Creative Commons Attribution Unported License v3.0.
https://docs.godotengine.org/en/4.2/classes/class_boneattachment3d.html