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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "GLTFSkeleton" inherits= "Resource" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../../../doc/class.xsd" >
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<brief_description >
</brief_description>
<description >
</description>
<tutorials >
</tutorials>
<methods >
<method name= "get_bone_attachment" >
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<return type= "BoneAttachment3D" />
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<param index= "0" name= "idx" type= "int" />
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<description >
</description>
</method>
<method name= "get_bone_attachment_count" >
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<return type= "int" />
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<description >
</description>
</method>
<method name= "get_godot_bone_node" >
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<return type= "Dictionary" />
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<description >
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Returns a [Dictionary] that maps skeleton bone indices to the indices of GLTF nodes. This property is unused during import, and only set during export. In a GLTF file, a bone is a node, so Godot converts skeleton bones to GLTF nodes.
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</description>
</method>
<method name= "get_godot_skeleton" >
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<return type= "Skeleton3D" />
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<description >
</description>
</method>
<method name= "get_unique_names" >
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<return type= "String[]" />
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<description >
</description>
</method>
<method name= "set_godot_bone_node" >
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<return type= "void" />
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<param index= "0" name= "godot_bone_node" type= "Dictionary" />
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<description >
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Sets a [Dictionary] that maps skeleton bone indices to the indices of GLTF nodes. This property is unused during import, and only set during export. In a GLTF file, a bone is a node, so Godot converts skeleton bones to GLTF nodes.
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</description>
</method>
<method name= "set_unique_names" >
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<return type= "void" />
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<param index= "0" name= "unique_names" type= "String[]" />
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<description >
</description>
</method>
</methods>
<members >
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<member name= "joints" type= "PackedInt32Array" setter= "set_joints" getter= "get_joints" default= "PackedInt32Array()" >
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</member>
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<member name= "roots" type= "PackedInt32Array" setter= "set_roots" getter= "get_roots" default= "PackedInt32Array()" >
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</member>
</members>
</class>