godot/doc/classes/SkeletonModifier3D.xml

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<?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>
</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>
</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>