<?xml version="1.0" encoding="UTF-8" ?> <class name="Skeleton2D" inherits="Node2D" version="4.0"> <brief_description> Skeleton for 2D characters and animated objects. </brief_description> <description> Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of [Bone2D]. Skeleton2D holds a reference to the rest pose of its children and acts as a single point of access to its bones. </description> <tutorials> <link title="2D skeletons">https://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html</link> </tutorials> <methods> <method name="get_bone"> <return type="Bone2D"> </return> <argument index="0" name="idx" type="int"> </argument> <description> Returns a [Bone2D] from the node hierarchy parented by Skeleton2D. The object to return is identified by the parameter [code]idx[/code]. Bones are indexed by descending the node hierarchy from top to bottom, adding the children of each branch before moving to the next sibling. </description> </method> <method name="get_bone_count" qualifiers="const"> <return type="int"> </return> <description> Returns the number of [Bone2D] nodes in the node hierarchy parented by Skeleton2D. </description> </method> <method name="get_skeleton" qualifiers="const"> <return type="RID"> </return> <description> Returns the [RID] of a Skeleton2D instance. </description> </method> </methods> <signals> <signal name="bone_setup_changed"> <description> </description> </signal> </signals> <constants> </constants> </class>