skeleton_manage
Manage Skeleton3D rigs in Godot: inspect bone hierarchies, adjust bone poses, attach BoneAttachment3D sockets, and generate physical ragdolls from bones.
Instructions
Skeleton3D Rigging, Bone Transform Inspection, BoneAttachment3D Sockets, and Ragdolls.
Ops:
get_skeleton_info(skeleton_path="") Inspect bone hierarchy, rest transforms, and pose transforms.
set_bone_pose(skeleton_path, bone_name, position=None, rotation=None, scale=None) Set position, rotation, or scale for a specific bone.
scaffold_bone_attachment(skeleton_path, bone_name, name="BoneAttachment3D") Scaffold a BoneAttachment3D node attached to a designated bone.
scaffold_ragdoll(skeleton_path, collision_layer=1, collision_mask=1, total_mass=70.0) Generate PhysicalBone3D nodes for all bones in a Skeleton3D.
Canonical call shape: {"op": "<verb>", "params": {...}}. Flat op parameters are accepted as a compatibility alias when the client transmits them; op and session_id remain top-level.
Tool call template
Replace each placeholder with a value matching the input schema. Only required parameters are included; add optional parameters as needed.
{
"id": 1,
"jsonrpc": "2.0",
"method": "tools/call",
"params": {
"arguments": {
"op": "<op>"
},
"name": "skeleton_manage"
}
}Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| op | Yes | ||
| params | No | ||
| session_id | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||