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Merge pull request #77541 from TokageItLab/remove-outdated-docs-from-…
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mhilbrunner authored May 28, 2023
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6 changes: 3 additions & 3 deletions doc/classes/Skeleton3D.xml
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</brief_description>
<description>
[Skeleton3D] provides an interface for managing a hierarchy of bones, including pose, rest and animation (see [Animation]). It can also use ragdoll physics.
The overall transform of a bone with respect to the skeleton is determined by the following hierarchical order: rest pose, custom pose and pose.
Note that "global pose" below refers to the overall transform of the bone with respect to skeleton, so it not the actual global/world transform of the bone.
The overall transform of a bone with respect to the skeleton is determined by bone pose. Bone rest defines the initial transform of the bone pose.
Note that "global pose" below refers to the overall transform of the bone with respect to skeleton, so it is not the actual global/world transform of the bone.
To setup different types of inverse kinematics, consider using [SkeletonIK3D], or add a custom IK implementation in [method Node._process] as a child node.
</description>
<tutorials>
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<return type="Transform3D" />
<param index="0" name="bone_idx" type="int" />
<description>
Returns the pose transform of the specified bone. Pose is applied on top of the custom pose, which is applied on top the rest pose.
Returns the pose transform of the specified bone.
</description>
</method>
<method name="get_bone_pose_position" qualifiers="const">
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