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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Bone Transform

A bone transform is an object that obtains transformations of the specific skinned mesh bone. The nodes that are made children of the WorldTransformBone move in accordance with these transformations.

ObjectMeshSkinned at the picture contains 6 bones. WorldTransformBone with multicolored set of boxes is assigned to its third bone.

See also#

  • The WorldTransformBone class to manage bone transforms via API
  • The sample <UnigineSDK>/data/samples/worlds/bone_00

Adding Transform Bone to the Skinned Mesh#

To add a transform path to the scene via UnigineEditor, do the following:

  1. Run the project with UnigineEditor.
  2. On the Menu bar, click Create -> Mesh -> Skinned Bone.

  3. Place the object somewhere in the world.
  4. Make the WorldTransformBone the child of the skinned mesh.
  5. Make the required objects children of the WorldTransformBone.
  6. In the Node tab, specify the WorldTransformBone parameters.

Parameters#

In the Node tab of the Parameters window, you can adjust the following parameters of the transformation bone:

Radius Sets the radius of WorldTransformBone application (valid only outside the viewing frustum). If the child object transformed according to the bone animation, gets outside the viewing frustum but stays in the radius range, the playback of the transformation sequence does not stop.
Bone Specifies the bone, transformations of which are applied to objects.
Last update: 2019-12-25
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