<?xml version="1.0" encoding="UTF-8" ?> <class name="Skeleton2D" inherits="Node2D" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> The parent of a hierarchy of [Bone2D]s, used to create a 2D skeletal animation. </brief_description> <description> [Skeleton2D] parents a hierarchy of [Bone2D] nodes. It holds a reference to each [Bone2D]'s rest pose and acts as a single point of access to its bones. To set up different types of inverse kinematics for the given Skeleton2D, a [SkeletonModificationStack2D] should be created. The inverse kinematics be applied by increasing [member SkeletonModificationStack2D.modification_count] and creating the desired number of modifications. </description> <tutorials> <link title="2D skeletons">$DOCS_URL/tutorials/animation/2d_skeletons.html</link> </tutorials> <methods> <method name="execute_modifications"> <return type="void" /> <param index="0" name="delta" type="float" /> <param index="1" name="execution_mode" type="int" /> <description> Executes all the modifications on the [SkeletonModificationStack2D], if the Skeleton2D has one assigned. </description> </method> <method name="get_bone"> <return type="Bone2D" /> <param index="0" name="idx" type="int" /> <description> Returns a [Bone2D] from the node hierarchy parented by Skeleton2D. The object to return is identified by the parameter [param idx]. 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" /> <description> Returns the number of [Bone2D] nodes in the node hierarchy parented by Skeleton2D. </description> </method> <method name="get_bone_local_pose_override"> <return type="Transform2D" /> <param index="0" name="bone_idx" type="int" /> <description> Returns the local pose override transform for [param bone_idx]. </description> </method> <method name="get_modification_stack" qualifiers="const"> <return type="SkeletonModificationStack2D" /> <description> Returns the [SkeletonModificationStack2D] attached to this skeleton, if one exists. </description> </method> <method name="get_skeleton" qualifiers="const"> <return type="RID" /> <description> Returns the [RID] of a Skeleton2D instance. </description> </method> <method name="set_bone_local_pose_override"> <return type="void" /> <param index="0" name="bone_idx" type="int" /> <param index="1" name="override_pose" type="Transform2D" /> <param index="2" name="strength" type="float" /> <param index="3" name="persistent" type="bool" /> <description> Sets the local pose transform, [param override_pose], for the bone at [param bone_idx]. [param strength] is the interpolation strength that will be used when applying the pose, and [param persistent] determines if the applied pose will remain. [b]Note:[/b] The pose transform needs to be a local transform relative to the [Bone2D] node at [param bone_idx]! </description> </method> <method name="set_modification_stack"> <return type="void" /> <param index="0" name="modification_stack" type="SkeletonModificationStack2D" /> <description> Sets the [SkeletonModificationStack2D] attached to this skeleton. </description> </method> </methods> <signals> <signal name="bone_setup_changed"> <description> Emitted when the [Bone2D] setup attached to this skeletons changes. This is primarily used internally within the skeleton. </description> </signal> </signals> </class>