<?xml version="1.0" encoding="UTF-8" ?> <class name="SkeletonModifier3D" inherits="Node3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A Node that may modify Skeleton3D's bone. </brief_description> <description> [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. </description> <tutorials> <link title="Design of the Skeleton Modifier 3D">https://godotengine.org/article/design-of-the-skeleton-modifier-3d/</link> </tutorials> <methods> <method name="_process_modification" qualifiers="virtual"> <return type="void" /> <description> 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. </description> </method> <method name="get_skeleton" qualifiers="const"> <return type="Skeleton3D" /> <description> Get parent [Skeleton3D] node if found. </description> </method> </methods> <members> <member name="active" type="bool" setter="set_active" getter="is_active" default="true"> If [code]true[/code], the [SkeletonModifier3D] will be processing. </member> <member name="influence" type="float" setter="set_influence" getter="get_influence" default="1.0"> 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. </member> </members> <signals> <signal name="modification_processed"> <description> 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. </description> </signal> </signals> </class>