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Copy file name to clipboardExpand all lines: doc/classes/Skeleton3D.xml
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[Skeleton3D] provides an interface for managing a hierarchy of bones, including pose, rest and animation (see [Animation]). It can also use ragdoll physics.
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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.
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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.
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To setup different types of inverse kinematics, consider using [SkeletonIK3D], or add a custom IK implementation in [method Node._process] as a child node.
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