Starts applying IK effects on each frame to the Skeleton bones but will only take effect starting on the next frame. If one_time is true, this will take effect immediately but also reset on the next frame.
Stops applying IK effects on each frame to the Skeleton bones and also calls Skeleton.clearBonesGlobalPoseOverride to remove existing overrides on all bones.
Interpolation value for how much the IK results are applied to the current skeleton bone chain. A value of 1.0 will overwrite all skeleton bone transforms completely while a value of 0.0 will visually disable the SkeletonIK. A value at or below 0.01 also calls Skeleton.clearBonesGlobalPoseOverride.
Secondary target position (first is target property or targetNode) for the IK chain. Use magnet position (pole target) to control the bending of the IK chain. Only works if the bone chain has more than 2 bones. The middle chain bone position will be linearly interpolated with the magnet position.
Number of iteration loops used by the IK solver to produce more accurate (and elegant) bone chain results.
The minimum distance between bone and goal target. If the distance is below this value, the IK solver stops further iterations.
If true overwrites the rotation of the tip bone with the rotation of the target (or targetNode if defined).
The name of the current root bone, the first bone in the IK chain.
First target of the IK chain where the tip bone is placed and, if overrideTipBasis is true, how the tip bone is rotated. If a targetNode path is available the nodes transform is used instead and this property is ignored.
Target node NodePath for the IK chain. If available, the node's current Transform is used instead of the target property.
The name of the current tip bone, the last bone in the IK chain placed at the target transform (or targetNode if defined).
If true, instructs the IK solver to consider the secondary magnet target (pole target) when calculating the bone chain. Use the magnet position (pole target) to control the bending of the IK chain.
Construct a new instance of SkeletonIK. Note: use memnew!SkeletonIK instead.
# Apply IK effect automatically on every new frame (not the current) skeleton_ik_node.start()
# Apply IK effect only on the current frame skeleton_ik_node.start(true)
# Stop IK effect and reset bones_global_pose_override on Skeleton skeleton_ik_node.stop()
# Apply full IK effect skeleton_ik_node.set_interpolation(1.0)
# Apply half IK effect skeleton_ik_node.set_interpolation(0.5)
# Apply zero IK effect (a value at or below 0.01 also removes bones_global_pose_override on Skeleton) skeleton_ik_node.set_interpolation(0.0)
SkeletonIK is used to place the end bone of a Skeleton bone chain at a certain point in 3D by rotating all bones in the chain accordingly.
A typical scenario for IK in games is to place a characters feet on the ground or a characters hands on a currently hold object. SkeletonIK uses FabrikInverseKinematic internally to solve the bone chain and applies the results to the Skeleton bones_global_pose_override property for all affected bones in the chain. If fully applied this overwrites any bone transform from Animations or bone custom poses set by users. The applied amount can be controlled with the interpolation property.