GLTFSkeleton
继承: Resource < RefCounted < Object
There is currently no description for this class. Please help us by contributing one!
教程
属性
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方法
get_bone_attachment(idx: int) |
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void |
set_godot_bone_node(godot_bone_node: Dictionary) |
void |
set_unique_names(unique_names: Array[String]) |
属性说明
PackedInt32Array joints = PackedInt32Array() 🔗
void set_joints(value: PackedInt32Array)
PackedInt32Array get_joints()
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Note: The returned array is copied and any changes to it will not update the original property value. See PackedInt32Array for more details.
PackedInt32Array roots = PackedInt32Array() 🔗
void set_roots(value: PackedInt32Array)
PackedInt32Array get_roots()
There is currently no description for this property. Please help us by contributing one!
Note: The returned array is copied and any changes to it will not update the original property value. See PackedInt32Array for more details.
方法说明
BoneAttachment3D get_bone_attachment(idx: int) 🔗
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int get_bone_attachment_count() 🔗
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Dictionary get_godot_bone_node() 🔗
返回将骨架的骨骼索引映射到 glTF 节点索引的 Dictionary。导入时不使用该属性,仅在导出时设置。在 glTF 文件中,骨骼是一种节点,因此 Godot 将骨架中的骨骼转换为 glTF 节点。
Skeleton3D get_godot_skeleton() 🔗
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Array[String] get_unique_names() 🔗
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void set_godot_bone_node(godot_bone_node: Dictionary) 🔗
设置将骨架的骨骼索引映射到 glTF 节点索引的 Dictionary。导入时不使用该属性,仅在导出时设置。在 glTF 文件中,骨骼是一种节点,因此 Godot 将骨架中的骨骼转换为 glTF 节点。
void set_unique_names(unique_names: Array[String]) 🔗
There is currently no description for this method. Please help us by contributing one!