81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
198 lines
8.9 KiB
XML
198 lines
8.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SkeletonProfile" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Base class for a profile of a virtual skeleton used as a target for retargeting.
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</brief_description>
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<description>
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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].
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[b]Note:[/b] These parameters need to be set only when creating a custom profile. In [SkeletonProfileHumanoid], they are defined internally as read-only values.
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</description>
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<tutorials>
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<link title="Retargeting 3D Skeletons">$DOCS_URL/tutorials/assets_pipeline/retargeting_3d_skeletons.html</link>
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</tutorials>
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<methods>
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<method name="find_bone" qualifiers="const">
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<return type="int" />
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<param index="0" name="bone_name" type="StringName" />
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<description>
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Returns the bone index that matches [param bone_name] as its name.
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</description>
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</method>
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<method name="get_bone_name" qualifiers="const">
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<return type="StringName" />
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<param index="0" name="bone_idx" type="int" />
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<description>
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Returns the name of the bone at [param bone_idx] that will be the key name in the [BoneMap].
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In the retargeting process, the returned bone name is the bone name of the target skeleton.
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</description>
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</method>
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<method name="get_bone_parent" qualifiers="const">
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<return type="StringName" />
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<param index="0" name="bone_idx" type="int" />
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<description>
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Returns the name of the bone which is the parent to the bone at [param bone_idx]. The result is empty if the bone has no parent.
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</description>
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</method>
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<method name="get_bone_tail" qualifiers="const">
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<return type="StringName" />
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<param index="0" name="bone_idx" type="int" />
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<description>
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Returns the name of the bone which is the tail of the bone at [param bone_idx].
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</description>
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</method>
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<method name="get_group" qualifiers="const">
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<return type="StringName" />
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<param index="0" name="bone_idx" type="int" />
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<description>
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Returns the group of the bone at [param bone_idx].
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</description>
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</method>
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<method name="get_group_name" qualifiers="const">
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<return type="StringName" />
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<param index="0" name="group_idx" type="int" />
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<description>
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Returns the name of the group at [param group_idx] that will be the drawing group in the [BoneMap] editor.
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</description>
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</method>
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<method name="get_handle_offset" qualifiers="const">
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<return type="Vector2" />
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<param index="0" name="bone_idx" type="int" />
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<description>
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Returns the offset of the bone at [param bone_idx] that will be the button position in the [BoneMap] editor.
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This is the offset with origin at the top left corner of the square.
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</description>
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</method>
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<method name="get_reference_pose" qualifiers="const">
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<return type="Transform3D" />
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<param index="0" name="bone_idx" type="int" />
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<description>
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Returns the reference pose transform for bone [param bone_idx].
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</description>
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</method>
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<method name="get_tail_direction" qualifiers="const">
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<return type="int" enum="SkeletonProfile.TailDirection" />
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<param index="0" name="bone_idx" type="int" />
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<description>
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Returns the tail direction of the bone at [param bone_idx].
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</description>
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</method>
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<method name="get_texture" qualifiers="const">
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<return type="Texture2D" />
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<param index="0" name="group_idx" type="int" />
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<description>
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Returns the texture of the group at [param group_idx] that will be the drawing group background image in the [BoneMap] editor.
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</description>
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</method>
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<method name="set_bone_name">
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<return type="void" />
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<param index="0" name="bone_idx" type="int" />
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<param index="1" name="bone_name" type="StringName" />
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<description>
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Sets the name of the bone at [param bone_idx] that will be the key name in the [BoneMap].
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In the retargeting process, the setting bone name is the bone name of the target skeleton.
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</description>
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</method>
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<method name="set_bone_parent">
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<return type="void" />
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<param index="0" name="bone_idx" type="int" />
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<param index="1" name="bone_parent" type="StringName" />
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<description>
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Sets the bone with name [param bone_parent] as the parent of the bone at [param bone_idx]. If an empty string is passed, then the bone has no parent.
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</description>
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</method>
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<method name="set_bone_tail">
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<return type="void" />
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<param index="0" name="bone_idx" type="int" />
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<param index="1" name="bone_tail" type="StringName" />
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<description>
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Sets the bone with name [param bone_tail] as the tail of the bone at [param bone_idx].
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</description>
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</method>
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<method name="set_group">
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<return type="void" />
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<param index="0" name="bone_idx" type="int" />
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<param index="1" name="group" type="StringName" />
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<description>
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Sets the group of the bone at [param bone_idx].
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</description>
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</method>
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<method name="set_group_name">
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<return type="void" />
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<param index="0" name="group_idx" type="int" />
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<param index="1" name="group_name" type="StringName" />
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<description>
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Sets the name of the group at [param group_idx] that will be the drawing group in the [BoneMap] editor.
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</description>
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</method>
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<method name="set_handle_offset">
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<return type="void" />
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<param index="0" name="bone_idx" type="int" />
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<param index="1" name="handle_offset" type="Vector2" />
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<description>
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Sets the offset of the bone at [param bone_idx] that will be the button position in the [BoneMap] editor.
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This is the offset with origin at the top left corner of the square.
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</description>
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</method>
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<method name="set_reference_pose">
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<return type="void" />
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<param index="0" name="bone_idx" type="int" />
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<param index="1" name="bone_name" type="Transform3D" />
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<description>
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Sets the reference pose transform for bone [param bone_idx].
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</description>
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</method>
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<method name="set_tail_direction">
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<return type="void" />
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<param index="0" name="bone_idx" type="int" />
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<param index="1" name="tail_direction" type="int" enum="SkeletonProfile.TailDirection" />
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<description>
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Sets the tail direction of the bone at [param bone_idx].
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[b]Note:[/b] 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.
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</description>
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</method>
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<method name="set_texture">
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<return type="void" />
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<param index="0" name="group_idx" type="int" />
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<param index="1" name="texture" type="Texture2D" />
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<description>
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Sets the texture of the group at [param group_idx] that will be the drawing group background image in the [BoneMap] editor.
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</description>
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</method>
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</methods>
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<members>
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<member name="bone_size" type="int" setter="set_bone_size" getter="get_bone_size" default="0">
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The amount of bones in retargeting section's [BoneMap] editor. For example, [SkeletonProfileHumanoid] has 56 bones.
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The size of elements in [BoneMap] updates when changing this property in it's assigned [SkeletonProfile].
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</member>
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<member name="group_size" type="int" setter="set_group_size" getter="get_group_size" default="0">
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The amount of groups of bones in retargeting section's [BoneMap] editor. For example, [SkeletonProfileHumanoid] has 4 groups.
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This property exists to separate the bone list into several sections in the editor.
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</member>
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<member name="root_bone" type="StringName" setter="set_root_bone" getter="get_root_bone" default="&""">
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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.
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</member>
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<member name="scale_base_bone" type="StringName" setter="set_scale_base_bone" getter="get_scale_base_bone" default="&""">
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A bone name which will use model's height as the coefficient for normalization. For example, [SkeletonProfileHumanoid] defines it as [code]Hips[/code].
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</member>
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</members>
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<signals>
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<signal name="profile_updated">
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<description>
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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.
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[b]Note:[/b] This signal is not connected directly to editor to simplify the reference, instead it is passed on to editor through the [BoneMap].
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="TAIL_DIRECTION_AVERAGE_CHILDREN" value="0" enum="TailDirection">
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Direction to the average coordinates of bone children.
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</constant>
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<constant name="TAIL_DIRECTION_SPECIFIC_CHILD" value="1" enum="TailDirection">
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Direction to the coordinates of specified bone child.
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</constant>
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<constant name="TAIL_DIRECTION_END" value="2" enum="TailDirection">
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Direction is not calculated.
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</constant>
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</constants>
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</class>
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