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.


Transform2DrestTransform2D( 0, 0, 0, 0, 0, 0 )

Property Descriptions


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

DefaultTransform2D( 0, 0, 0, 0, 0, 0 )

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.

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

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