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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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

WorldTransformBone Class

Warning
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
Inherits from: Node

This class is used to create bone transforms. It should have ObjectMeshSkinned as a parent. You should specify a bone that will be used for its transformations. For other nodes to move along with these transformations, they should be assigned as WorldTransformBone children.

See Also#

A UnigineScript API sample <UnigineSDK>/data/samples/worlds/bone_00

WorldTransformBone Class

Members


static WorldTransformBone ( string name = 0 ) #

Constructor. Creates a WorldTransformBone in the world coordinates with a specified bone name.

Arguments

  • string name - Name of the bone.

void setBoneName ( string name ) #

Sets the name of the bone to be used for transformation.

Arguments

  • string name - The name of the bone.

string getBoneName ( ) #

Returns the name of the bone used for transformation.

Return value

The name of the bone.

static int type ( ) #

Returns the type of the node.

Return value

World type identifier.
Last update: 2021-12-13
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