skeleton
Bones under a rig node: the rest pose a rig returns to, and the tree order a skin numbers its joints in. A bone is any node carrying bone2d or bone3d; there is no skeleton component.
3 functions, 0 constants. Scripts reach it as skeleton::.
Acts on bone2d, bone3d: those functions are also methods on the component's handle, without the node argument.
Functions
Argument kinds are the script values a call passes: node is a node handle, any a table or value of any kind, fn a callback.
| function | acts on | what it does |
|---|---|---|
apply_rest(node: node) | bone2d, bone3d | Move every bone under the node back to its rest transform. |
bones(node: node) | bone2d, bone3d | 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(node: node) | bone2d, bone3d | Record every bone's current transform under the node as its new rest pose. |