godot/doc/classes/BoneAttachment3D.xml
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Bump version to 4.1-dev
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2023-03-01 01:44:37 +01:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="BoneAttachment3D" inherits="Node3D" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A node that will attach to a bone.
</brief_description>
<description>
This node will allow you to select a bone for this node to attach to. The BoneAttachment3D node can copy the transform of the select bone, or can override the transform of the selected bone.
The BoneAttachment3D node must either be a child of a [Skeleton3D] node or be given an external [Skeleton3D] to use in order to function properly.
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_external_skeleton" qualifiers="const">
<return type="NodePath" />
<description>
Returns the [NodePath] to the external [Skeleton3D] node, if one has been set.
</description>
</method>
<method name="get_use_external_skeleton" qualifiers="const">
<return type="bool" />
<description>
Returns whether the BoneAttachment3D node is using an external [Skeleton3D] rather than attempting to use its parent node as the [Skeleton3D].
</description>
</method>
<method name="on_bone_pose_update">
<return type="void" />
<param index="0" name="bone_index" type="int" />
<description>
A function that is called automatically when the [Skeleton3D] the BoneAttachment3D node is using has a bone that has changed its pose. This function is where the BoneAttachment3D node updates its position so it is correctly bound when it is [i]not[/i] set to override the bone pose.
</description>
</method>
<method name="set_external_skeleton">
<return type="void" />
<param index="0" name="external_skeleton" type="NodePath" />
<description>
Sets the [NodePath] to the external skeleton that the BoneAttachment3D node should use. See [method set_use_external_skeleton] to enable the external [Skeleton3D] node.
</description>
</method>
<method name="set_use_external_skeleton">
<return type="void" />
<param index="0" name="use_external_skeleton" type="bool" />
<description>
Sets whether the BoneAttachment3D node will use an extenral [Skeleton3D] node rather than attenpting to use its parent node as the [Skeleton3D]. When set to [code]true[/code], the BoneAttachment3D node will use the external [Skeleton3D] node set in [method set_external_skeleton].
</description>
</method>
</methods>
<members>
<member name="bone_idx" type="int" setter="set_bone_idx" getter="get_bone_idx" default="-1">
The index of the attached bone.
</member>
<member name="bone_name" type="String" setter="set_bone_name" getter="get_bone_name" default="&quot;&quot;">
The name of the attached bone.
</member>
<member name="override_pose" type="bool" setter="set_override_pose" getter="get_override_pose" default="false">
Whether the BoneAttachment3D node will override the bone pose of the bone it is attached to. When set to [code]true[/code], the BoneAttachment3D node can change the pose of the bone. When set to [code]false[/code], the BoneAttachment3D will always be set to the bone's transform.
</member>
</members>
</class>