I'm writing a program in Godot with GDscript that aims to change the position of multiple bones in an armature. The bone gets translated by a value calculated by the point I want the bone to move to minus the current position of the bone. translateValue = endPoint - currentPoint However, all values must be in world coordinates or global position for the code to work. Godot has various methods to retrieve the bone Transform in order to access the position such as : skeleton.get_bone_pose() , skeleton.get_bone_global_pose , skeleton.get_bone_rest . I tried using skeleton.get_bone_global_pose but it didn't give the global position and seemed to still be relative to something. There's also the to_global() method, but i'm not entirely sure what it does. Could someone explain the differences between these methods and how to get global position? Thanks!