bone2d
2d · animation · 4 properties · 2D
Makes the node a 2D bone: the rest position and rotation about z a rig returns to, plus the length and angle its gizmo is drawn with. A skin names its rig by node path and deforms by the bones under it, in tree order.
In a scene, bone2d is the node key that applies it. A script reaches the same properties through node.bone2d.get() and node.bone2d.set(table).
Properties
| property | type | default | description |
|---|---|---|---|
angle | float | 0 | Gizmo direction of a tip bone, in radians; ignored while a child bone exists |
length | float | 0 | Gizmo length of a tip bone; 0 draws to the first child bone At least 0. |
rest_position | vec2 | [0,0] | Local rest translation |
rest_rotation | float | 0 | Local rest rotation about z, in radians |
Script functions
Methods of node.bone2d, the handle a node carrying this component exposes. Each is also a free function on its module, taking the node as its first argument. Every handle also has get(), set(table), has() and remove().
From skeleton:
| method | what it does |
|---|---|
apply_rest() | Move every bone under the node back to its rest transform. |
bones() | The bones under the node in tree order, the order a skin numbers them in, the node itself first when it is one. |
overwrite_rest() | Record every bone's current transform under the node as its new rest pose. |