This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Unigine::WorldTransformBone Class

Header: #include <UnigineWorlds.h>
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 WorldTransformBonePtr create ( const char * name = 0 ) #

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

Arguments

  • const char * name - Name of the bone.

void setBoneName ( const char * name ) #

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

Arguments

  • const char * name - The name of the bone.

const char * getBoneName ( ) const#

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: 2024-08-16
Build: ()