Stores the node's current transforms in rest.
Returns the node's index as part of the entire skeleton. See Skeleton2D.
Returns the node's rest Transform2D if it doesn't have a parent, or its rest pose relative to its parent.
Length of the bone's representation drawn in the editor's viewport in pixels.
Rest transform of the bone. You can reset the node's transforms to this value using applyRest.
Construct a new instance of Bone2D. Note: use memnew!Bone2D instead.
Joint used with Skeleton2D to control and animate other nodes.
Use a hierarchy of Bone2D bound to a Skeleton2D to control, and animate other Node2D nodes. You can use Bone2D and Skeleton2D nodes to animate 2D meshes created with the Polygon 2D UV editor. Each bone has a rest transform that you can reset to with applyRest. 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.