Bone2D

    Joint used with Skeleton2D to control and animate other nodes.

    Use a hierarchy of bound to a Skeleton2D to control, and animate other nodes.

    You can use Bone2D and nodes to animate 2D meshes created with the Polygon 2D UV editor.

    Each bone has a rest transform that you can reset to with . These rest poses are relative to the bone’s parent.

    If in the editor, you can set the rest pose of an entire skeleton using a menu option, from the code, you need to iterate over the bones to set their individual rest poses.

    Length of the bone’s representation drawn in the editor’s viewport in pixels.


    • rest

    Rest transform of the bone. You can reset the node’s transforms to this value using apply_rest.

    • void apply_rest ( )

    Stores the node’s current transforms in rest.



    • get_skeleton_rest ( ) const

    Returns the node’s rest Transform2D if it doesn’t have a parent, or its rest pose relative to its parent.