2021-01-04 14:33:44 +01:00
<?xml version="1.0" encoding="UTF-8" ?>
2023-07-06 10:08:05 +02:00
<class name= "GLTFSkeleton" inherits= "Resource" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../../../doc/class.xsd" >
2021-01-04 14:33:44 +01:00
<brief_description >
</brief_description>
<description >
</description>
<tutorials >
2023-11-13 14:37:27 +01:00
<link title= "Runtime file loading and saving" > $DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
2021-01-04 14:33:44 +01:00
</tutorials>
<methods >
<method name= "get_bone_attachment" >
2021-07-30 15:28:05 +02:00
<return type= "BoneAttachment3D" />
2022-08-06 20:11:48 +02:00
<param index= "0" name= "idx" type= "int" />
2021-01-04 14:33:44 +01:00
<description >
</description>
</method>
<method name= "get_bone_attachment_count" >
2021-07-30 15:28:05 +02:00
<return type= "int" />
2021-01-04 14:33:44 +01:00
<description >
</description>
</method>
<method name= "get_godot_bone_node" >
2021-07-30 15:28:05 +02:00
<return type= "Dictionary" />
2021-01-04 14:33:44 +01:00
<description >
2024-08-15 19:32:42 +02:00
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.
2021-01-04 14:33:44 +01:00
</description>
</method>
<method name= "get_godot_skeleton" >
2021-07-30 15:28:05 +02:00
<return type= "Skeleton3D" />
2021-01-04 14:33:44 +01:00
<description >
</description>
</method>
<method name= "get_unique_names" >
2022-08-08 00:52:20 +02:00
<return type= "String[]" />
2021-01-04 14:33:44 +01:00
<description >
</description>
</method>
<method name= "set_godot_bone_node" >
2021-07-30 15:28:05 +02:00
<return type= "void" />
2022-08-06 20:11:48 +02:00
<param index= "0" name= "godot_bone_node" type= "Dictionary" />
2021-01-04 14:33:44 +01:00
<description >
2024-08-15 19:32:42 +02:00
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.
2021-01-04 14:33:44 +01:00
</description>
</method>
<method name= "set_unique_names" >
2021-07-30 15:28:05 +02:00
<return type= "void" />
2022-08-08 00:52:20 +02:00
<param index= "0" name= "unique_names" type= "String[]" />
2021-01-04 14:33:44 +01:00
<description >
</description>
</method>
</methods>
<members >
2019-09-24 19:45:03 +02:00
<member name= "joints" type= "PackedInt32Array" setter= "set_joints" getter= "get_joints" default= "PackedInt32Array()" >
2021-01-04 14:33:44 +01:00
</member>
2019-09-24 19:45:03 +02:00
<member name= "roots" type= "PackedInt32Array" setter= "set_roots" getter= "get_roots" default= "PackedInt32Array()" >
2021-01-04 14:33:44 +01:00
</member>
</members>
</class>