117 float3
getScale(
int entityID,
string boneName);
136 void setLocalPosition(
int entityID,
string boneName,
float posX,
float posY,
float posZ);
155 void setWorldPosition(
int entityID,
string boneName,
float posX,
float posY,
float posZ);
175 void setLocalOrientation(
int entityID,
string boneName,
float OrientW,
float OrientX,
float OrientY,
float OrientZ );
195 void setWorldOrientation(
int entityID,
string boneName,
float OrientW,
float OrientX,
float OrientY,
float OrientZ );
214 void setScale(
int entityID,
string boneName,
float scaleX,
float scaleY,
float scaleZ );
230 void pitch(
int entityID,
string boneName,
float degree);
246 void roll(
int entityID,
string boneName,
float degree);
262 void yaw(
int entityID,
string boneName,
float degree);
280 void scale(
int entityID,
string boneName,
float scaleX,
float scaleY,
float scaleZ );
368 int getHandle(
int entityID,
string boneName);
void destroyAnimTracks(int entityID, string boneName)
Using this function you can destroy all the animation tracks and keyframes on a bone to manually cont...
void scale(int entityID, string boneName, float scaleX, float scaleY, float scaleZ)
scale a bone accumulatively. Unlike bone.setScale(), this is added to the previous scale rather than ...
void roll(int entityID, string boneName, float degree)
roll a bone locally by a certain degree. is an acculative effect. Keep adding 1 to rotate continuousl...
float4 getLocalOrientation(int entityID, string boneName)
Get the local orientation of a bone relative to its parent.
Definition: LUA_API_Bone.h:23
float3 getInitialPosition(int entityID, string boneName)
Get the initial position of a bone based on the original bind pose.
void printBones(int entityID)
Calling this function and passing the entity id as an argument will print all bone names associated w...
void restoreAnimTracks(int entityID, string boneName)
Using this function you can restore all the animation tracks and keyframes on a bone to replace your ...
void setWorldPosition(int entityID, string boneName, float posX, float posY, float posZ)
Set the world space position of a bone. This is a position relative to world space zero...
void setManuallyControlled(int entityID, string boneName, int state)
Set whether to override control to the user for this bone. This allows you to program the position...
float4 getWorldOrientation(int entityID, string boneName)
Get the world orientation of a bone relative to the world space zero.
void pitch(int entityID, string boneName, float degree)
pitch a bone locally by a certain degree. is an acculative effect. Keep adding 1 to rotate continuous...
void setLocalOrientation(int entityID, string boneName, float OrientW, float OrientX, float OrientY, float OrientZ)
Set the local orientation of a bone relative to its parent bone.
void yaw(int entityID, string boneName, float degree)
yaw a bone locally by a certain degree. is an acculative effect. Keep adding 1 to rotate continuously...
void storeAnimTracks(int entityID, string boneName)
Using this function you can store all the animation tracks and keyframes so you can destroy the bones...
Definition: LUA_API_States.h:28
int getHandle(int entityID, string boneName)
This function is needed in order to retrieve the bone handle index for the anim.setBlendMaskEntry() a...
float3 getScale(int entityID, string boneName)
Get the scale of the bone.
void setScale(int entityID, string boneName, float scaleX, float scaleY, float scaleZ)
Set the scale of a bone, useful for exploding character limbs lol.
void setLocalPosition(int entityID, string boneName, float posX, float posY, float posZ)
Set the local position of a bone. This is a position relative to its parent bone. ...
void setWorldOrientation(int entityID, string boneName, float OrientW, float OrientX, float OrientY, float OrientZ)
Set the world orientation of a bone relative to world space zero.
float3 getLocalPosition(int entityID, string boneName)
Get the local position of a bone relative to its parent.
float3 getInitialScale(int entityID, string boneName)
Get the initial scale quaternion of a bone based on the original bind pose.
float3 getWorldPosition(int entityID, string boneName)
Get the world position of a bone relative to the world space zero.
float4 getInitialOrientation(int entityID, string boneName)
Get the initial rotation quaternion of a bone based on the original bind pose.
float3 getPositionOffset(int entityID, string boneName)
Get a world space position offset from a bone, this is useful for putting a sword in a hand...