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: BoneFreeLength
Bone.FreeLength: numberWeight
Bone.Weight: numberParentIndex
This item is read only and cannot be modified. Read OnlyBone.ParentIndex: numberHeirarchyLength
This item is read only and cannot be modified. Read OnlyBone.HeirarchyLength: numberTransform
Bone.Transform: CFrameLocalTransform
Bone.LocalTransform: CFrameRootPart
This item is read only and cannot be modified. Read OnlyBone.RootPart: BasePartRootBone
This item is read only and cannot be modified. Read OnlyBone.RootBone: BoneRadius
Bone.Radius: numberFriction
Bone.Friction: numberRotationLimit
Bone.RotationLimit: numberForce
Bone.Force: Vector3?Gravity
Bone.Gravity: Vector3?SolvedAnimatedCFrame
Bone.SolvedAnimatedCFrame: booleanDescribes if this bone has already solved its animated world cframe, this is used for optimization.
HasChild
Bone.HasChild: booleanAnimatedWorldCFrame
This item is read only and cannot be modified. Read OnlyBone.AnimatedWorldCFrame: CFrameBone.TransformedWorldCFrame
StartingCFrame
Bone.StartingCFrame: CFrameTransformOffset
This item is read only and cannot be modified. Read OnlyBone.TransformOffset: CFrameLocalTransformOffset
This item is read only and cannot be modified. Read OnlyBone.LocalTransformOffset: CFrameRestPosition
This item is read only and cannot be modified. Read OnlyBone.RestPosition: Vector3CalculatedWorldCFrame
This item is read only and cannot be modified. Read OnlyBone.CalculatedWorldCFrame: CFramePosition
Bone.Position: Vector3Internal representation of the bone
LastPosition
Bone.LastPosition: Vector3Internal representation of the bone's position last frame
WeldPosition
Bone.WeldPosition: Vector3WeldCFrame
Bone.WeldCFrame: CFrameActiveWeld
Bone.ActiveWeld: booleanDescribes if this bone has a weld
RigidWeld
Bone.RigidWeld: booleanIf the bone has a weld, is it rigid
Anchored
Bone.Anchored: booleanAxisLocked
Bone.AxisLocked: {boolean,boolean,boolean}XYZ order
XAxisLimits
Bone.XAxisLimits: NumberRangeYAxisLimits
Bone.YAxisLimits: NumberRangeZAxisLimits
Bone.ZAxisLimits: NumberRangeIsSkippingUpdates
Bone.IsSkippingUpdates: booleanCollisionHits
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) → ()