bone3d
3d · animation · 4 properties · 3D
Makes the node a 3D bone: the rest position, euler rotation and scale a rig returns to, plus the length its gizmo is drawn with. A skinned mesh names its rig by node path and deforms by the bones under it, in tree order.
In a scene, bone3d is the node key that applies it. A script reaches the same properties through node.bone3d.get() and node.bone3d.set(table).
Properties
| property | type | default | description |
|---|---|---|---|
length | float | 0 | Gizmo length of a tip bone; 0 draws to the first child bone At least 0. |
rest_position | vec3 | [0,0,0] | Local rest translation |
rest_rotation | vec3 | [0,0,0] | Local rest rotation, euler radians in the order rotation_euler uses |
rest_scale | vec3 | [1,1,1] | Local rest scale |
Script functions
Methods of node.bone3d, 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. |