reckfellENGINE

BoneAttachment3D

А node that dynamically copies or overrides the 3D transform of a bone in its parent Skeleton3D.

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class BoneAttachment3DReckfellSharpInherits Entity3D

А node that dynamically copies or overrides the 3D transform of a bone in its parent Skeleton3D.

This node selects a bone in a Skeleton3D and attaches to it. This means that the BoneAttachment3D node will either dynamically copy or override the 3D transform of the selected bone.

Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.

Constructors1

BoneAttachment3DConstructor
# BoneAttachment3D
C#
public BoneAttachment3D();

Properties5

BoneIdxProperty
# BoneIdx
C#
public int BoneIdx { get; set; }

The index of the attached bone.

BoneNameProperty
# BoneName
C#
public string BoneName { get; set; }

The name of the attached bone.

ExternalSkeletonProperty
# ExternalSkeleton
C#
public EntityPath ExternalSkeleton { get; set; }

The EntityPath to the external Skeleton3D node.

OverridePoseProperty
# OverridePose
C#
public bool OverridePose { get; set; }

Whether the BoneAttachment3D node will override the bone pose of the bone it is attached to. When set to true, the BoneAttachment3D node can change the pose of the bone. When set to false, the BoneAttachment3D will always be set to the bone's transform. Note: This override performs interruptively in the skeleton update process using signals due to the old design. It may cause unintended behavior when used at the same time with SkeletonModifier3D.

UseExternalSkeletonProperty
# UseExternalSkeleton
C#
public bool UseExternalSkeleton { get; set; }

Whether the BoneAttachment3D node will use an external Skeleton3D node rather than attempting to use its parent node as the Skeleton3D. When set to true, the BoneAttachment3D node will use the external Skeleton3D node set in BoneAttachment3D.ExternalSkeleton.

Methods13

GetBoneIdxint
# GetBoneIdx
C#
public int GetBoneIdx();
Returns int
GetBoneNamestring
# GetBoneName
C#
public string GetBoneName();
Returns string
GetExternalSkeletonEntityPath
# GetExternalSkeleton
C#
public EntityPath GetExternalSkeleton();
Returns EntityPath
GetOverridePosebool
# GetOverridePose
C#
public bool GetOverridePose();
Returns bool
GetSkeletonSkeleton3D
# GetSkeleton
C#
public Skeleton3D GetSkeleton();

Returns the parent or external Skeleton3D node if it exists, otherwise returns null.

Returns Skeleton3D
GetUseExternalSkeletonbool
# GetUseExternalSkeleton
C#
public bool GetUseExternalSkeleton();
Returns bool
OnBonePoseUpdatevoid
# OnBonePoseUpdate
C#
public void OnBonePoseUpdate(int boneIndex);
Parameters
NameTypeDefault
boneIndexint—
OnSkeletonUpdatevoid
# OnSkeletonUpdate
C#
public void OnSkeletonUpdate();

A function that is called automatically when the Skeleton3D is updated. This function is where the BoneAttachment3D node updates its position so it is correctly bound when it is not set to override the bone pose.

SetBoneIdxvoid
# SetBoneIdx
C#
public void SetBoneIdx(int boneIdx);
Parameters
NameTypeDefault
boneIdxint—
SetBoneNamevoid
# SetBoneName
C#
public void SetBoneName(string boneName);
Parameters
NameTypeDefault
boneNamestring—
SetExternalSkeletonvoid
# SetExternalSkeleton
C#
public void SetExternalSkeleton(EntityPath externalSkeleton);
Parameters
NameTypeDefault
externalSkeletonEntityPath—
SetOverridePosevoid
# SetOverridePose
C#
public void SetOverridePose(bool overridePose);
Parameters
NameTypeDefault
overridePosebool—
SetUseExternalSkeletonvoid
# SetUseExternalSkeleton
C#
public void SetUseExternalSkeleton(bool useExternalSkeleton);
Parameters
NameTypeDefault
useExternalSkeletonbool—
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