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godot-docs/classes/class_boneattachment.rst
Rémi Verschelde 782dd64a19 classref: Use code markup for default values/overrides
Sync with godotengine/godot#35357.
Fixes #3071.
2020-01-20 12:41:39 +01:00

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.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the BoneAttachment.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_BoneAttachment:
BoneAttachment
==============
**Inherits:** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
A node that will attach to a bone.
Description
-----------
This node must be the child of a :ref:`Skeleton<class_Skeleton>` node. You can then select a bone for this node to attach to. The BoneAttachment node will copy the transform of the selected bone.
Properties
----------
+-----------------------------+-----------------------------------------------------------+--------+
| :ref:`String<class_String>` | :ref:`bone_name<class_BoneAttachment_property_bone_name>` | ``""`` |
+-----------------------------+-----------------------------------------------------------+--------+
Property Descriptions
---------------------
.. _class_BoneAttachment_property_bone_name:
- :ref:`String<class_String>` **bone_name**
+-----------+----------------------+
| *Default* | ``""`` |
+-----------+----------------------+
| *Setter* | set_bone_name(value) |
+-----------+----------------------+
| *Getter* | get_bone_name() |
+-----------+----------------------+
The name of the attached bone.