Joint used with [Skeleton2D] to control and animate other nodes. Use a hierarchy of [code]Bone2D[/code] bound to a [Skeleton2D] to control, and animate other [Node2D] nodes. You can use [code]Bone2D[/code] and [code]Skeleton2D[/code] nodes to animate 2D meshes created with the Polygon 2D UV editor. Each bone has a [member rest] transform that you can reset to with [method apply_rest]. These rest poses are relative to the bone's parent. If in the editor, you can set the rest pose of an entire skeleton using a menu option, from the code, you need to iterate over the bones to set their individual rest poses. Resets the bone to the rest pose. This is equivalent to setting [member Node2D.transform] to [member rest]. Returns the node's index as part of the entire skeleton. See [Skeleton2D]. Returns the node's [member rest] [code]Transform2D[/code] if it doesn't have a parent, or its rest pose relative to its parent. Length of the bone's representation drawn in the editor's viewport in pixels. Rest transform of the bone. You can reset the node's transforms to this value using [method apply_rest].