Profile of a virtual skeleton used as a target for retargeting. 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]. [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. $DOCS_URL/tutorials/assets_pipeline/retargeting_3d_skeletons.html Returns the bone index that matches [param bone_name] as its name. Returns the name of the bone at [param bone_idx] that will be the key name in the [BoneMap]. In the retargeting process, the returned bone name is the bone name of the target skeleton. 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. Returns the name of the bone which is the tail of the bone at [param bone_idx]. Returns the group of the bone at [param bone_idx]. Returns the name of the group at [param group_idx] that will be the drawing group in the [BoneMap] editor. Returns the offset of the bone at [param bone_idx] that will be the button position in the [BoneMap] editor. This is the offset with origin at the top left corner of the square. Returns the reference pose transform for bone [param bone_idx]. Returns the tail direction of the bone at [param bone_idx]. Returns the texture of the group at [param group_idx] that will be the drawing group background image in the [BoneMap] editor. Sets the name of the bone at [param bone_idx] that will be the key name in the [BoneMap]. In the retargeting process, the setting bone name is the bone name of the target skeleton. 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. Sets the bone with name [param bone_tail] as the tail of the bone at [param bone_idx]. Sets the group of the bone at [param bone_idx]. Sets the name of the group at [param group_idx] that will be the drawing group in the [BoneMap] editor. Sets the offset of the bone at [param bone_idx] that will be the button position in the [BoneMap] editor. This is the offset with origin at the top left corner of the square. Sets the reference pose transform for bone [param bone_idx]. Sets the tail direction of the bone at [param bone_idx]. [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. Sets the texture of the group at [param group_idx] that will be the drawing group background image in the [BoneMap] editor. The amount of bones in retargeting section's [BoneMap] editor. For example, [SkeletonProfileHumanoid] has 56 bones. The size of elements in [BoneMap] updates when changing this property in it's assigned [SkeletonProfile]. The amount of groups of bones in retargeting section's [BoneMap] editor. For example, [SkeletonProfileHumanoid] has 4 groups. This property exists to separate the bone list into several sections in the editor. 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. A bone name which will use model's height as the coefficient for normalization. For example, [SkeletonProfileHumanoid] defines it as [code]Hips[/code]. 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. [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]. Direction to the average coordinates of bone children. Direction to the coordinates of specified bone child. Direction is not calculated.