Meta_Bone
A Bone is a component of an inverse kinematics (IK) system.
Public Types
Values for the Axis property.
AxisX | |
AxisY | |
AxisZ | |
AxisXNeg | |
AxisYNeg | |
AxisZNeg | |
Idx_Enabled | Controls visibility of this bone and its descendant nodes. (IK solving is disabled for bones that aren't visible.) (bool). |
Idx_Transform | The local transform of this bone (mat4w). |
Idx_IKEnabled | Controls whether IK solving is enabled for this bone without affecting descendant nodes or visibility. |
Idx_Axis | The alignment of the main axis of this bone (int). |
Idx_Offset | The attachment point of this bone relative to its parent (vec3f). |
Idx_ResetBeforeSolving | Reset the rotation of this bone before solving it (bool). |
Idx_DefaultRotation | The default rotation to reset this bone to (vec3f). |
Idx_Depth | The maximum number of parent bones that can be affected when this bone is moved, or 0 for no limit (int). |
Idx_LinkedAssembly | An assembly or other node to attach to this bone (link). |
Idx_Target | A node that provides the target position and orientation for this bone (link). |
Idx_TargetTranslationOnly | Ignore the rotation and scale of Target (bool). |
Idx_Request | The target transform when a bone is manipulated directly. |