20a23cd8cb
Updated SkeletonProfile's main and property descriptions -Description now has note about read only quality -"bone_size" and "group_size" property descriptions have been added and clarified. -Property descriptions refer to BoneMap page instead of [code]bone_map[/code] from [Retargeting 3d skeletons](https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/retargeting_3d_skeletons.html#bone-map). -all property descriptions now do not have any Notes to split them -TokageItLab clarifies property descriptions to highlight their use Co-Authored-By: Silc 'Tokage' Renew <tokage.it.lab@gmail.com>
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" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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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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