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 |
| BoneInfluence BoneInfluence(boneID, sampleVec, normalize) | real | Added in version 14.4 | 14.4 |
| 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 | |
| HasTargetedChildren HasTargetedChildren(id, frame) | bool | Added in version 14.4 | 14.4 |
| 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 |