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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Skeleton2D" inherits= "Node2D" version= "3.4" >
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<brief_description >
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Skeleton for 2D characters and animated objects.
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</brief_description>
<description >
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Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of [Bone2D]. Skeleton2D holds a reference to the rest pose of its children and acts as a single point of access to its bones.
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</description>
<tutorials >
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<link > https://docs.godotengine.org/en/3.3/tutorials/animation/2d_skeletons.html</link>
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</tutorials>
<methods >
<method name= "get_bone" >
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<return type= "Bone2D" />
<argument index= "0" name= "idx" type= "int" />
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<description >
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Returns a [Bone2D] from the node hierarchy parented by Skeleton2D. The object to return is identified by the parameter [code]idx[/code]. Bones are indexed by descending the node hierarchy from top to bottom, adding the children of each branch before moving to the next sibling.
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</description>
</method>
<method name= "get_bone_count" qualifiers= "const" >
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<return type= "int" />
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<description >
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Returns the number of [Bone2D] nodes in the node hierarchy parented by Skeleton2D.
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</description>
</method>
<method name= "get_skeleton" qualifiers= "const" >
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<return type= "RID" />
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<description >
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Returns the [RID] of a Skeleton2D instance.
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</description>
</method>
</methods>
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<signals >
<signal name= "bone_setup_changed" >
<description >
</description>
</signal>
</signals>
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<constants >
</constants>
</class>