Inherits: Resource < RefCounted < Object
Inherited By: SkeletonProfileHumanoid
Base class for a profile of a virtual skeleton used as a target for retargeting.
This resource is used in EditorScenePostImport. Some parameters are referring to bones in Skeleton3D, Skin, Animation, and some other nodes are rewritten based on the parameters of SkeletonProfile.
Note: These parameters need to be set only when creating a custom profile. In SkeletonProfileHumanoid, they are defined internally as read-only values.
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find_bone ( StringName bone_name ) const | |
get_bone_name ( int bone_idx ) const | |
get_bone_parent ( int bone_idx ) const | |
get_bone_tail ( int bone_idx ) const | |
get_group_name ( int group_idx ) const | |
get_handle_offset ( int bone_idx ) const | |
get_reference_pose ( int bone_idx ) const | |
get_tail_direction ( int bone_idx ) const | |
get_texture ( int group_idx ) const | |
void | set_bone_name ( int bone_idx, StringName bone_name ) |
void | set_bone_parent ( int bone_idx, StringName bone_parent ) |
void | set_bone_tail ( int bone_idx, StringName bone_tail ) |
void | set_group ( int bone_idx, StringName group ) |
void | set_group_name ( int group_idx, StringName group_name ) |
void | set_handle_offset ( int bone_idx, Vector2 handle_offset ) |
void | set_reference_pose ( int bone_idx, Transform3D bone_name ) |
void | set_tail_direction ( int bone_idx, TailDirection tail_direction ) |
void | set_texture ( int group_idx, Texture2D texture ) |
This signal is emitted when change the value in profile. This is used to update key name in the BoneMap and to redraw the BoneMap editor.
Note: This signal is not connected directly to editor to simplify the reference, instead it is passed on to editor through the BoneMap.
0
Direction to the average coordinates of bone children.
1
Direction to the coordinates of specified bone child.
2
Direction is not calculated.
0
The amount of bones in retargeting section's BoneMap editor. For example, SkeletonProfileHumanoid has 56 bones.
The size of elements in BoneMap updates when changing this property in it's assigned SkeletonProfile.
0
The amount of groups of bones in retargeting section's BoneMap editor. For example, SkeletonProfileHumanoid has 4 groups.
This property exists to separate the bone list into several sections in the editor.
&""
A bone name that will be used as the root bone in AnimationTree. This should be the bone of the parent of hips that exists at the world origin.
&""
A bone name which will use model's height as the coefficient for normalization. For example, SkeletonProfileHumanoid defines it as Hips.
Returns the bone index that matches bone_name as its name.
Returns the name of the bone at bone_idx that will be the key name in the BoneMap.
In the retargeting process, the returned bone name is the bone name of the target skeleton.
Returns the name of the bone which is the parent to the bone at bone_idx. The result is empty if the bone has no parent.
Returns the name of the bone which is the tail of the bone at bone_idx.
Returns the group of the bone at bone_idx.
Returns the name of the group at group_idx that will be the drawing group in the BoneMap editor.
Returns the offset of the bone at bone_idx that will be the button position in the BoneMap editor.
This is the offset with origin at the top left corner of the square.
Returns the reference pose transform for bone bone_idx.
Returns the tail direction of the bone at bone_idx.
Returns the texture of the group at group_idx that will be the drawing group background image in the BoneMap editor.
Sets the name of the bone at bone_idx that will be the key name in the BoneMap.
In the retargeting process, the setting bone name is the bone name of the target skeleton.
Sets the bone with name bone_parent as the parent of the bone at bone_idx. If an empty string is passed, then the bone has no parent.
Sets the bone with name bone_tail as the tail of the bone at bone_idx.
Sets the group of the bone at bone_idx.
Sets the name of the group at group_idx that will be the drawing group in the BoneMap editor.
Sets the offset of the bone at bone_idx that will be the button position in the BoneMap editor.
This is the offset with origin at the top left corner of the square.
Sets the reference pose transform for bone bone_idx.
Sets the tail direction of the bone at bone_idx.
Note: This only specifies the method of calculation. The actual coordinates required should be stored in an external skeleton, so the calculation itself needs to be done externally.
Sets the texture of the group at group_idx that will be the drawing group background image in the BoneMap editor.
© 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_skeletonprofile.html