mirror of
https://github.com/godotengine/godot.git
synced 2024-12-15 10:12:40 +08:00
47 lines
2.3 KiB
XML
47 lines
2.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="SkeletonModifier3D" inherits="Node3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
|
<brief_description>
|
|
A Node that may modify Skeleton3D's bone.
|
|
</brief_description>
|
|
<description>
|
|
[SkeletonModifier3D] retrieves a target [Skeleton3D] by having a [Skeleton3D] parent.
|
|
If there is [AnimationMixer], modification always performs after playback process of the [AnimationMixer].
|
|
This node should be used to implement custom IK solvers, constraints, or skeleton physics.
|
|
</description>
|
|
<tutorials>
|
|
<link title="Design of the Skeleton Modifier 3D">https://godotengine.org/article/design-of-the-skeleton-modifier-3d/</link>
|
|
</tutorials>
|
|
<methods>
|
|
<method name="_process_modification" qualifiers="virtual">
|
|
<return type="void" />
|
|
<description>
|
|
Override this virtual method to implement a custom skeleton modifier. You should do things like get the [Skeleton3D]'s current pose and apply the pose here.
|
|
[method _process_modification] must not apply [member influence] to bone poses because the [Skeleton3D] automatically applies influence to all bone poses set by the modifier.
|
|
</description>
|
|
</method>
|
|
<method name="get_skeleton" qualifiers="const">
|
|
<return type="Skeleton3D" />
|
|
<description>
|
|
Get parent [Skeleton3D] node if found.
|
|
</description>
|
|
</method>
|
|
</methods>
|
|
<members>
|
|
<member name="active" type="bool" setter="set_active" getter="is_active" default="true">
|
|
If [code]true[/code], the [SkeletonModifier3D] will be processing.
|
|
</member>
|
|
<member name="influence" type="float" setter="set_influence" getter="get_influence" default="1.0">
|
|
Sets the influence of the modification.
|
|
[b]Note:[/b] This value is used by [Skeleton3D] to blend, so the [SkeletonModifier3D] should always apply only 100% of the result without interpolation.
|
|
</member>
|
|
</members>
|
|
<signals>
|
|
<signal name="modification_processed">
|
|
<description>
|
|
Notifies when the modification have been finished.
|
|
[b]Note:[/b] If you want to get the modified bone pose by the modifier, you must use [method Skeleton3D.get_bone_pose] or [method Skeleton3D.get_bone_global_pose] at the moment this signal is fired.
|
|
</description>
|
|
</signal>
|
|
</signals>
|
|
</class>
|