Bone
Internal class for all bones
Caution:
Changes to the syntax in this class will not count to the major version in semver.
Properties
Bone
This item is read only and cannot be modified. Read OnlyBone.Bone:
Bone
FreeLength
Bone.FreeLength:
number
Weight
Bone.Weight:
number
ParentIndex
This item is read only and cannot be modified. Read OnlyBone.ParentIndex:
number
HeirarchyLength
This item is read only and cannot be modified. Read OnlyBone.HeirarchyLength:
number
Transform
Bone.Transform:
CFrame
LocalTransform
Bone.LocalTransform:
CFrame
RootPart
This item is read only and cannot be modified. Read OnlyBone.RootPart:
BasePart
RootBone
This item is read only and cannot be modified. Read OnlyBone.RootBone:
Bone
Radius
Bone.Radius:
number
Friction
Bone.Friction:
number
RotationLimit
Bone.RotationLimit:
number
Force
Bone.Force:
Vector3?
Gravity
Bone.Gravity:
Vector3?
SolvedAnimatedCFrame
Bone.SolvedAnimatedCFrame:
boolean
Describes if this bone has already solved its animated world cframe, this is used for optimization.
HasChild
Bone.HasChild:
boolean
AnimatedWorldCFrame
This item is read only and cannot be modified. Read OnlyBone.AnimatedWorldCFrame:
CFrame
Bone.TransformedWorldCFrame
StartingCFrame
Bone.StartingCFrame:
CFrame
TransformOffset
This item is read only and cannot be modified. Read OnlyBone.TransformOffset:
CFrame
LocalTransformOffset
This item is read only and cannot be modified. Read OnlyBone.LocalTransformOffset:
CFrame
RestPosition
This item is read only and cannot be modified. Read OnlyBone.RestPosition:
Vector3
CalculatedWorldCFrame
This item is read only and cannot be modified. Read OnlyBone.CalculatedWorldCFrame:
CFrame
Position
Bone.Position:
Vector3
Internal representation of the bone
LastPosition
Bone.LastPosition:
Vector3
Internal representation of the bone's position last frame
WeldPosition
Bone.WeldPosition:
Vector3
WeldCFrame
Bone.WeldCFrame:
CFrame
ActiveWeld
Bone.ActiveWeld:
boolean
Describes if this bone has a weld
RigidWeld
Bone.RigidWeld:
boolean
If the bone has a weld, is it rigid
Anchored
Bone.Anchored:
boolean
AxisLocked
Bone.AxisLocked:
{
boolean
,
boolean
,
boolean
}
XYZ order
XAxisLimits
Bone.XAxisLimits:
NumberRange
YAxisLimits
Bone.YAxisLimits:
NumberRange
ZAxisLimits
Bone.ZAxisLimits:
NumberRange
IsSkippingUpdates
Bone.IsSkippingUpdates:
boolean
CollisionHits
Bone.CollisionHits:
{
}
CollisionData
Bone.CollisionData:
{
}
Debug property, holds information about the collisions that the bone had this frame
Functions
ClipVelocity
Clips velocity on specified vector, Position is where we are at our current physics step (Before we set self.Position)
PreUpdate
StepPhysics
Force passed in via BoneTree:StepPhysics()
Constrain
SkipUpdate
Bone:
SkipUpdate
(
) →
(
)
Returns bone to rest position
SolveTransform
Solves the cframe of the bones
ApplyTransform
Sets the world cframes of the bones to the calculated world cframe (solved in Bone:SolveTransform())
DrawDebug
This item only works when running on the client. ClientBone:
DrawDebug
(
BoneTree:
any
,
DRAW_CONTACTS:
boolean
,
DRAW_PHYSICAL_BONE:
boolean
,
DRAW_BONE:
boolean
,
DRAW_AXIS_LIMITS:
boolean
,
DRAW_ROTATION_LIMIT:
boolean
) →
(
)
DrawOverlay
This item only works when running on the client. ClientBone:
DrawOverlay
(
Overlay:
ImOverlay
) →
(
)