AeThex-Engine-Core/engine/doc/classes/IKModifier3D.xml
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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="IKModifier3D" inherits="SkeletonModifier3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A node for inverse kinematics which may modify more than one bone.
</brief_description>
<description>
Base class of [SkeletonModifier3D]s that has some joint lists and applies inverse kinematics. This class has some structs, enums, and helper methods which are useful to solve inverse kinematics.
</description>
<tutorials>
<link title="Inverse Kinematics Returns to Godot 4.6 - IKModifier3D">https://godotengine.org/article/inverse-kinematics-returns-to-godot-4-6/#ikmodifier3d-and-7-child-classes</link>
</tutorials>
<methods>
<method name="clear_settings">
<return type="void" />
<description>
Clears all settings.
</description>
</method>
<method name="get_setting_count" qualifiers="const">
<return type="int" />
<description>
Returns the number of settings.
</description>
</method>
<method name="reset">
<return type="void" />
<description>
Resets a state with respect to the current bone pose.
</description>
</method>
<method name="set_setting_count">
<return type="void" />
<param index="0" name="count" type="int" />
<description>
Sets the number of settings.
</description>
</method>
</methods>
<members>
<member name="mutable_bone_axes" type="bool" setter="set_mutable_bone_axes" getter="are_bone_axes_mutable" default="true">
If [code]true[/code], the solver retrieves the bone axis from the bone pose every frame.
If [code]false[/code], the solver retrieves the bone axis from the bone rest and caches it, which increases performance slightly, but position changes in the bone pose made before processing this [IKModifier3D] are ignored.
</member>
</members>
</class>