Class M_Skeleton

Version added: before 9.5
The M_Skeleton class represents the actual skeleton structure that is encapsulated by a bone layer.

Methods of M_Skeleton:

Name Returns Description Ver
AddBone AddBone(frame) M_Bone Create a new bone and add it to the skeleton < 9.5
AddGroup AddGroup(frame) M_BoneGroup 13.5.2
Bone Bone(id) M_Bone Access a particular bone in the skeleton < 9.5
BoneByName BoneByName(name) M_Bone < 9.5
BoneID BoneID(bone) int32 Given a bone object, this function returns the identifier value for that bone in the skeleton < 9.5
CountBoneChildren CountBoneChildren(id, ignoreControlledBones) int32 Returns the number of child bones attached to the given bone < 9.5
CountBones CountBones() int32 Returns the number of bones in the skeleton < 9.5
CountGroups CountGroups() int32 13.5.2
CountVisibleBones CountVisibleBones() int32 Added in version 10 10.0
DeleteBone DeleteBone(id, recursion) void Delete a bone from the skeleton < 9.5
DeleteGroup DeleteGroup(group) void 13.5.2
DeleteGroupByID DeleteGroupByID(id) void 13.5.2
FirstSelectedGroup FirstSelectedGroup() M_BoneGroup 13.5.2
FlipBone FlipBone(id, horizontal) void Flips the given bone at frame zero (and all the following animation angles and positions of it and its children). Added in version 11. 11.0
GetFirstChildBone GetFirstChildBone(id, ignoreControlledBones) int32 Return the first child of the given bone < 9.5
Group Group(id) M_BoneGroup 13.5.2
GroupForBone GroupForBone(boneID, considerParents) M_BoneGroup 13.5.2
IKAngleSolver IKAngleSolver(boneID, target, iterMultiplier, allowTwoBoneShortcut, allowBoneStretching) void Runs the inverse kinematics solver in order to move a chain of bones to reach a specified target point < 9.5
IsAncestorSelected IsAncestorSelected(id) bool < 9.5
IsBoneActiveInAGroup IsBoneActiveInAGroup(boneID) bool 13.5.2
IsBoneATarget IsBoneATarget(id, frame) bool Added in version 10 10.0
IsBoneChild IsBoneChild(boneID, childID) bool Test whether one bone is a decendant of another < 9.5
IsBoneIKChild IsBoneIKChild(boneID, childID) bool Added in version 12 12.0
IsBoneInAGroup IsBoneInAGroup(boneID) bool 13.5.2
IsBoneParent IsBoneParent(boneID, parentID) bool Test whether one bone is an ancestor of another < 9.5
LockBone LockBone(id, frame) void Locks the given bone at a specified time < 9.5
MakeBoneNameUnique MakeBoneNameUnique(id) void Added in version 12 12.0
MarkGroupVisibilityUnknown MarkGroupVisibilityUnknown() void 13.5.2
NearestBone NearestBone(vec) int32 Returns the closest bone to a 2D vector position < 9.5
SelectAll SelectAll() void < 9.5
SelectConnected SelectConnected() void < 9.5
SelectedBoneID SelectedBoneID() int32 Returns the identifier of the currently selected bone < 9.5
SelectInverse SelectInverse() void < 9.5
SelectNone SelectNone() void < 9.5
TargetOfBone TargetOfBone(id, frame) int32 Added in version 10 10.0
TargetOfBoneChain TargetOfBoneChain(id, frame) int32 Added in version 10 10.0
UnlockBone UnlockBone(id, frame) void Unlocks the given bone at a specified time < 9.5
UpdateBoneMatrix UpdateBoneMatrix(id) void Updates the transformation matrices for the given bone < 9.5

Properties of M_Skeleton:

Name Type Description Ver
fBindingMode int32 Which automatic binding mode should be used for this skeleton. See the binding mode constants. < 9.5