A Node that may modify Skeleton3D's bone.
[SkeletonModifier3D] retrieves a target [Skeleton3D] by having a [Skeleton3D] parent. If there is [AnimationMixer], modification always performs after playback process of the [AnimationMixer]. This node should be used to implement custom IK solvers, constraints, or skeleton physics.
https://godotengine.org/article/design-of-the-skeleton-modifier-3d/
Override this virtual method to implement a custom skeleton modifier. You should do things like get the [Skeleton3D]'s current pose and apply the pose here. [method _process_modification] must not apply [member influence] to bone poses because the [Skeleton3D] automatically applies influence to all bone poses set by the modifier.
Get parent [Skeleton3D] node if found.
- If [code]true[/code], the [SkeletonModifier3D] will be processing.
- Sets the influence of the modification. [b]Note:[/b] This value is used by [Skeleton3D] to blend, so the [SkeletonModifier3D] should always apply only 100% of the result without interpolation.
Notifies when the modification have been finished. [b]Note:[/b] If you want to get the modified bone pose by the modifier, you must use [method Skeleton3D.get_bone_pose] or [method Skeleton3D.get_bone_global_pose] at the moment this signal is fired.