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.
[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>
<signalname="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.