Bone2D

Inherits: Node2D < CanvasItem < Node < Object

Joint used with Skeleton2D to control and animate other nodes.

Description

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.

Properties

floatdefault_length16.0
Transform2DrestTransform2D( 0, 0, 0, 0, 0, 0 )

Property Descriptions

Default16.0
Setterset_default_length(value)
Getterget_default_length()

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


DefaultTransform2D( 0, 0, 0, 0, 0, 0 )
Setterset_rest(value)
Getterget_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.


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

Doc ID missing

Disclaimer: This page has been automaticaly and directly extracted from the official Godot Docs website, the 1970-01-01 at 00:00:00. It’s the English Stable version because it’s what most Godot users should use. The Copyright owners are Juan Linietsky, Ariel Manzur and the Godot community. CC-BY 3.0. Thanks for your patience and generosity.