Remove REST transform influence in skeleton bones
* Animations and Skeletons are now pose-only. * Rest transform is kept as reference (when it exists) and for IK * Improves 3D model compatibility (non uniform transforms will properly work, as well as all animations coming from Autodesk products).
This commit is contained in:
@ -47,6 +47,11 @@
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Removes the local pose override on all bones in the skeleton.
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</description>
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</method>
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<method name="create_skin_from_rest_transforms">
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<return type="Skin" />
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<description>
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</description>
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</method>
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<method name="execute_modifications">
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<return type="void" />
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<argument index="0" name="delta" type="float" />
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@ -88,13 +93,6 @@
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Returns the amount of bones in the skeleton.
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</description>
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</method>
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<method name="get_bone_custom_pose" qualifiers="const">
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<return type="Transform3D" />
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<argument index="0" name="bone_idx" type="int" />
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<description>
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Returns the custom pose of the specified bone. Custom pose is applied on top of the rest pose.
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</description>
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</method>
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<method name="get_bone_global_pose" qualifiers="const">
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<return type="Transform3D" />
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<argument index="0" name="bone_idx" type="int" />
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@ -214,13 +212,6 @@
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Returns whether the bone pose for the bone at [code]bone_idx[/code] is enabled.
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</description>
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</method>
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<method name="is_bone_rest_disabled" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="bone_idx" type="int" />
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<description>
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Returns whether the bone rest for the bone at [code]bone_idx[/code] is disabled.
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</description>
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</method>
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<method name="local_pose_to_global_pose">
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<return type="Transform3D" />
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<argument index="0" name="bone_idx" type="int" />
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@ -290,23 +281,6 @@
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Sets the children for the passed in bone, [code]bone_idx[/code], to the passed-in array of bone indexes, [code]bone_children[/code].
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</description>
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</method>
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<method name="set_bone_custom_pose">
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<return type="void" />
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<argument index="0" name="bone_idx" type="int" />
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<argument index="1" name="custom_pose" type="Transform3D" />
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<description>
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Sets the custom pose transform, [code]custom_pose[/code], for the bone at [code]bone_idx[/code]. This pose is an addition to the bone rest pose.
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[b]Note:[/b] The pose transform needs to be in bone space. Use [method world_transform_to_global_pose] to convert a world transform, like one you can get from a [Node3D], to bone space.
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</description>
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</method>
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<method name="set_bone_disable_rest">
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<return type="void" />
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<argument index="0" name="bone_idx" type="int" />
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<argument index="1" name="disable" type="bool" />
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<description>
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Disables the rest pose for the bone at [code]bone_idx[/code] if [code]true[/code], enables the bone rest if [code]false[/code].
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</description>
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</method>
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<method name="set_bone_enabled">
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<return type="void" />
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<argument index="0" name="bone_idx" type="int" />
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