Class M_Bone

Version added: before 9.5
The M_Bone class represents one bone in a skeleton.

Methods:

Name Returns Description Ver
DeselectKeys void Added in version 11 11.0
EnableArcSolver void Added in version 11 11.0
HasSelectedKeys bool Added in version 11 11.0
IsArcSolverEnabled bool Added in version 11 11.0
IsLabelShowing bool Added in version 9.5 9.5
IsZeroLength bool Added in version 12 12.0
Name char Returns the name of the bone < 9.5
ParentalFlipFactor real Added in version 11 11.0
SetName void Sets the name of the bone < 9.5
SetTags void Added in version 9.5 9.5
ShowLabel void Added in version 9.5 9.5
Tags int32 Added in version 9.5 9.5

Properties:

Name Type Description Ver
fAngle real the bone's current angle < 9.5
fAngleControlParent int32 an id number to the bone's angle control bone (-1 if the bone has no angle control) < 9.5
fAngleControlScale real the scale value for the bone's angle control < 9.5
fAnimAngle AnimVal the bon'e animated angle < 9.5
fAnimParent AnimVal Added in version 11 11.0
fAnimPos AnimVec2 the bone's animated position < 9.5
fAnimScale AnimVal the bone's animated scale < 9.5
fBoneDynamics AnimBool true if bone dynamics are on for this bone < 9.5
fConstraints bool true if the bone has min/max angle constraints, otherwise false < 9.5
fDampingForce real the influence of damping on bone dynamics < 9.5
fFixedAngle bool Added in version 10 10.0
fFlipH AnimBool Added in version 11 11.0
fFlipV AnimBool Added in version 11 11.0
fHidden bool Added in version 10 10.0
fIgnoredByIK bool Added in version 12 12.0
fIKGlobalAngle AnimVal the bone's IK angle animation channel < 9.5
fIKLock AnimBool the bone's IK lock animation channel < 9.5
fIKParentTarget AnimVec2 the bone's IK target animation channel < 9.5
fLength real the bone's length < 9.5
fMaxAutoScaling real Added in version 10 10.0
fMaxConstraint real maximum angle < 9.5
fMinConstraint real minimum angle < 9.5
fMovedMatrix LM_Matrix the transformation matrix for the bone's current alignment < 9.5
fName LM_String the name of the bone < 9.5
fOffset LM_Vector2 the bone's 2D offset value < 9.5
fParent int32 an id number to the bone's parent bone (-1 if the bone has no parent) < 9.5
fPhysicsLockTip bool < 9.5
fPhysicsMotorSpeed AnimVal < 9.5
fPhysicsRadius real < 9.5
fPhysicsReturnToZero bool < 9.5
fPhysicsTorque real < 9.5
fPos LM_Vector2 the bone's current position < 9.5
fPosControlParent int32 an id number to the bone's position control bone (-1 if the bone has no position control) < 9.5
fPosControlScale LM_Vector2 the scale value for the bone's position control < 9.5
fPtMatrix LM_Matrix the transformation matrix for the influence the bone has over vector points < 9.5
fRestMatrix LM_Matrix the transformation matrix for the bone at rest < 9.5
fScale real the bone's current scale < 9.5
fScaleControlParent int32 an id number to the bone's scale control bone (-1 if the bone has no scale control) < 9.5
fScaleControlScale real the scale value for the bone's scale control < 9.5
fScalingMode int32 Added in version 10. Values: 0 - manual, 1 - two-dimensional, 2 - squash/stretch 10.0
fSelected bool true if the bone is selected, otherwise false < 9.5
fShy bool Added in version 10 10.0
fSpringForce real the influence of springiness on bone dynamics < 9.5
fSquashStretchScaling real Added in version 10 10.0
fStrength real the bone's strength < 9.5
fTargetBone AnimVal ID of the current target bone. Added in version 10 10.0
fTempAngle real a temporary variable to store the angle < 9.5
fTempLength real a temporary variable to store the length < 9.5
fTempPos LM_Vector2 a temporary variable to store the position < 9.5
fTempScale real a temporary variable to store the scale < 9.5
fTorqueForce real the influence of torque on bone dynamics < 9.5