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Meta_Bone

Module: Metanodes / Definitions

A Bone is a component of an inverse kinematics (IK) system.

#include <meta_importables.hpp>

Public Types

TypeName
enumAxis { AxisX, AxisY, AxisZ, AxisXNeg, AxisYNeg, AxisZNeg }
Values for the Axis property.
enumIDX { Idx_Enabled, Idx_Transform, Idx_IKEnabled, Idx_Axis, Idx_Offset, Idx_ResetBeforeSolving, Idx_DefaultRotation, Idx_Depth, Idx_LinkedAssembly, Idx_Target, Idx_TargetTranslationOnly, Idx_Request }

Public Types Documentation

enum Axis

EnumeratorValueDescription
AxisX
AxisY
AxisZ
AxisXNeg
AxisYNeg
AxisZNeg

Values for the Axis property.

enum IDX

EnumeratorValueDescription
Idx_EnabledControls visibility of this bone and its descendant nodes. (IK solving is disabled for bones that aren't visible.) (bool).
Idx_TransformThe local transform of this bone (mat4w).
Idx_IKEnabledControls whether IK solving is enabled for this bone without affecting descendant nodes or visibility.
Idx_AxisThe alignment of the main axis of this bone (int).
Idx_OffsetThe attachment point of this bone relative to its parent (vec3f).
Idx_ResetBeforeSolvingReset the rotation of this bone before solving it (bool).
Idx_DefaultRotationThe default rotation to reset this bone to (vec3f).
Idx_DepthThe maximum number of parent bones that can be affected when this bone is moved, or 0 for no limit (int).
Idx_LinkedAssemblyAn assembly or other node to attach to this bone (link).
Idx_TargetA node that provides the target position and orientation for this bone (link).
Idx_TargetTranslationOnlyIgnore the rotation and scale of Target (bool).
Idx_RequestThe target transform when a bone is manipulated directly.