Bone class

Bone class

A bone defines the subset of the geometry’s control point, and defined blend weight for each control point. The Bone object cannot be used directly, a SkinDeformer instance is used to deform the geometry, and SkinDeformer comes with a set of bones, each bone linked to a node. NOTE: A control point of a geometry can be bounded to more than one Bones.

Inheritance: BoneA3DObject

The Bone type exposes the following members:

Constructors

ConstructorDescription
initInitializes a new instance of the Bone class.
initInitializes a new instance of the Bone class.

Properties

PropertyDescription
nameGets or sets the name.
propertiesGets the collection of all properties.
link_modeA bone’s link mode refers to the way in which a bone is connected or linked to its parent bone within a hierarchical structure.
weight_countGets the count of weight, this is automatically extended by Bone.set_weight
transformGets or sets the transform matrix of the node containing the bone.
bone_transformGets or sets the transform matrix of the bone.
nodeGets or sets the node. The bone node is the bone which skin attached to, the SkinDeformer will use bone node to influence the displacement of the control points.
Bone node usually has a Skeleton attached, but it’s not required.
Attached Skeleton is usually used by DCC software to show skeleton to user.

Indexer

NameDescription
[index]

Methods

MethodDescription
remove_propertyRemoves a dynamic property.
remove_propertyRemove the specified property identified by name
get_propertyGet the value of specified property
set_propertySets the value of specified property
find_propertyFinds the property.
It can be a dynamic property (Created by CreateDynamicProperty/SetProperty)
or native property(Identified by its name)
get_weightGets the weight for control point specified by index
set_weightSets the weight for control point specified by index

See Also