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SkeletonProfile¶
Inherits: Resource < RefCounted < Object
Inherited By: SkeletonProfileHumanoid
Base class for a profile of a virtual skeleton used as a target for retargeting.
描述¶
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.
教程¶
属性¶
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Methods¶
find_bone ( StringName bone_name ) const |
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get_bone_name ( int bone_idx ) const |
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get_bone_parent ( int bone_idx ) const |
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get_bone_tail ( int bone_idx ) const |
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get_group_name ( int group_idx ) const |
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get_handle_offset ( int bone_idx ) const |
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get_reference_pose ( int bone_idx ) const |
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get_tail_direction ( int bone_idx ) const |
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get_texture ( int group_idx ) const |
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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 ) |
信号¶
profile_updated ( )
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.
Enumerations¶
enum TailDirection:
TailDirection TAIL_DIRECTION_AVERAGE_CHILDREN = 0
Direction to the average coordinates of bone children.
TailDirection TAIL_DIRECTION_SPECIFIC_CHILD = 1
Direction to the coordinates of specified bone child.
TailDirection TAIL_DIRECTION_END = 2
Direction is not calculated.
Property Descriptions¶
int bone_size = 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.
int group_size = 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.
StringName root_bone = &""
void set_root_bone ( StringName value )
StringName get_root_bone ( )
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.
StringName scale_base_bone = &""
void set_scale_base_bone ( StringName value )
StringName get_scale_base_bone ( )
A bone name which will use model's height as the coefficient for normalization. For example, SkeletonProfileHumanoid defines it as Hips
.
Method Descriptions¶
int find_bone ( StringName bone_name ) const
Returns the bone index that matches bone_name
as its name.
StringName get_bone_name ( int bone_idx ) const
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.
StringName get_bone_parent ( int bone_idx ) const
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.
StringName get_bone_tail ( int bone_idx ) const
Returns the name of the bone which is the tail of the bone at bone_idx
.
StringName get_group ( int bone_idx ) const
Returns the group of the bone at bone_idx
.
StringName get_group_name ( int group_idx ) const
Returns the name of the group at group_idx
that will be the drawing group in the BoneMap editor.
Vector2 get_handle_offset ( int bone_idx ) const
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.
Transform3D get_reference_pose ( int bone_idx ) const
Returns the reference pose transform for bone bone_idx
.
TailDirection get_tail_direction ( int bone_idx ) const
Returns the tail direction of the bone at bone_idx
.
Texture2D get_texture ( int group_idx ) const
Returns the texture of the group at group_idx
that will be the drawing group background image in the BoneMap editor.
void set_bone_name ( int bone_idx, StringName bone_name )
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.
void set_bone_parent ( int bone_idx, StringName bone_parent )
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.
void set_bone_tail ( int bone_idx, StringName bone_tail )
Sets the bone with name bone_tail
as the tail of the bone at bone_idx
.
void set_group ( int bone_idx, StringName group )
Sets the group of the bone at bone_idx
.
void set_group_name ( int group_idx, StringName group_name )
Sets the name of the group at group_idx
that will be the drawing group in the BoneMap editor.
void set_handle_offset ( int bone_idx, Vector2 handle_offset )
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.
void set_reference_pose ( int bone_idx, Transform3D bone_name )
Sets the reference pose transform for bone bone_idx
.
void set_tail_direction ( int bone_idx, TailDirection tail_direction )
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.
void set_texture ( int group_idx, Texture2D texture )
Sets the texture of the group at group_idx
that will be the drawing group background image in the BoneMap editor.