Skeleton 3D pose
A six bone chain added by code, posed every frame with set_bone_pose_rotation. Each BoneAttachment3D carries the mesh that rides its bone.
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Godot classes used
Skeleton3DBoneAttachment3DMeshInstance3D
The code
scripts/main.gd
extends Node
const BONES: int = 6
const SEGMENT: float = 0.55
var skeleton: Skeleton3D
var elapsed: float = 0.0
func _ready() -> void:
_add_environment()
_add_light()
_add_ground()
skeleton = Skeleton3D.new()
skeleton.name = 'Skeleton'
add_child(skeleton)
for i in BONES:
var bone_name: String = 'bone_%d' % i
skeleton.add_bone(bone_name)
var index: int = skeleton.find_bone(bone_name)
var offset: Vector3 = Vector3(0, SEGMENT if i > 0 else 0.0, 0)
if i > 0:
skeleton.set_bone_parent(index, index - 1)
skeleton.set_bone_rest(index, Transform3D(Basis(), offset))
skeleton.set_bone_pose_position(index, offset)
var attachment: BoneAttachment3D = BoneAttachment3D.new()
skeleton.add_child(attachment)
attachment.bone_name = bone_name
attachment.add_child(_make_piece(i))
var camera: Camera3D = Camera3D.new()
camera.position = Vector3(0, 2.4, 6.5)
add_child(camera)
camera.look_at(Vector3(0, 1.7, 0), Vector3.UP)
camera.current = true
print('every bone gets a new pose rotation each frame')
func _process(delta: float) -> void:
elapsed += delta
for i in BONES:
var angle: float = sin(elapsed * 2.4 - i * 0.7) * deg_to_rad(24)
skeleton.set_bone_pose_rotation(i, Quaternion(Vector3.BACK, angle))
func _make_piece(index: int) -> MeshInstance3D:
var visual: MeshInstance3D = MeshInstance3D.new()
if index == BONES - 1:
var head: SphereMesh = SphereMesh.new()
head.radius = 0.32
head.height = 0.64
visual.mesh = head
visual.position = Vector3(0, 0.2, 0)
else:
var link: BoxMesh = BoxMesh.new()
link.size = Vector3(0.34, SEGMENT * 0.86, 0.34)
visual.mesh = link
visual.position = Vector3(0, SEGMENT * 0.5, 0)
var material: StandardMaterial3D = StandardMaterial3D.new()
material.albedo_color = Color('#8da5f3').lerp(Color('#8eef97'), float(index) / (BONES - 1))
material.roughness = 0.45
visual.material_override = material
return visual
func _add_ground() -> void:
var mesh: BoxMesh = BoxMesh.new()
mesh.size = Vector3(10, 0.4, 10)
var material: StandardMaterial3D = StandardMaterial3D.new()
material.albedo_color = Color('#2a2f3d')
var ground: MeshInstance3D = MeshInstance3D.new()
ground.mesh = mesh
ground.material_override = material
ground.position = Vector3(0, -0.2, 0)
add_child(ground)
func _add_environment() -> void:
var sky_material: ProceduralSkyMaterial = ProceduralSkyMaterial.new()
sky_material.sky_top_color = Color(0.05, 0.06, 0.12)
sky_material.sky_horizon_color = Color(0.14, 0.16, 0.24)
sky_material.ground_bottom_color = Color(0.02, 0.02, 0.04)
sky_material.ground_horizon_color = Color(0.1, 0.11, 0.16)
var sky: Sky = Sky.new()
sky.sky_material = sky_material
var env: Environment = Environment.new()
env.background_mode = Environment.BG_SKY
env.sky = sky
env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
env.ambient_light_energy = 0.7
var world: WorldEnvironment = WorldEnvironment.new()
world.environment = env
add_child(world)
func _add_light() -> void:
var light: DirectionalLight3D = DirectionalLight3D.new()
light.rotation_degrees = Vector3(-52, -38, 0)
light.light_energy = 1.2
light.shadow_enabled = true
add_child(light)