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 This version of documentation is OUTDATED, as it describes an older SDK version!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

Unigine.WorldTransformBone Class

Inherits: 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

Properties

string BoneName#

The name of the bone used for transformation.
set
Sets the name of the bone to be used for transformation.
set value - The name of the bone.

float Radius#

The radius of the worldtransformbone applying (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.
set
Sets the radius for the WorldTransformBone applying (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.
set value - Radius of the sphere in units.

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.

static WorldTransformBone Cast ( Node node ) #

Casts a WorldTransformBone out of the Node instance.

Arguments

  • Node node - Node instance.

Return value

WorldTransformBone instance.

static int type ( ) #

Returns the type of the node.

Return value

World type identifier.
Last update: 2019-08-16
Build: ()