SetElementBoneRotation: Difference between revisions

From Multi Theft Auto: Wiki
Jump to navigation Jump to search
Line 25: Line 25:


'''Note:''' [[updateElementRpHAnim]] must be called after this function to apply bone rotation.
'''Note:''' [[updateElementRpHAnim]] must be called after this function to apply bone rotation.
==This example shows how you can create the effect of shaking several body parts in a player==
local bones = {5, 22, 32, 23, 33, 24, 34, 2, 3}
function changeBoneRotation()
local number = math.random(-2, 0)
for key, value in ipairs(bones) do
setElementBoneRotation(getLocalPlayer(), value, number, number, number)
end
end
addEventHandler("onClientPreRender", getRootElement(), changeBoneRotation)
updateElementRpHAnim(getLocalPlayer())
[[Image:The-yaw-pitch-and-roll-angles-in-the-human-head-motion-11.png|thumb|Rotation axes]]


==See Also==
==See Also==
{{Client_element_functions}}
{{Client_element_functions}}

Revision as of 20:04, 23 December 2020

This function sets the rotation of a specific bone relative to the element. Currently the following element types are accepted:

[[{{{image}}}|link=|]] Tip: If you want to attach an element to a bone, see attachElementToBone

Syntax

bool setElementBoneRotation ( element theElement, int bone, float yaw, float pitch, float roll )
Rotation axes

Required Arguments

  • theElement: the element to set the bone rotation on.
  • bone: the ID of the bone to set the rotation of. See Bone IDs
  • yaw: the 'yaw' rotation value.
  • pitch: the 'pitch' rotation value.
  • roll: the 'roll' rotation value.

Returns

Returns true if the function was successful, false otherwise.

Note: updateElementRpHAnim must be called after this function to apply bone rotation.

See Also