godot/doc/classes/SkeletonModifier3D.xml

<?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>