SetElementBoneMatrix: Difference between revisions

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===Required Arguments===  
===Required Arguments===  
*'''theElement:''' the [[element]] to set the bone matrix on.
*'''theElement:''' the [[element]] to set the bone matrix on.
*'''boneID:''' the ID of the bone. See [[Bone IDs]].
*'''boneId:''' the ID of the bone. See [[Bone IDs]].
*'''X:''' The X coordinate of the matrix.
*'''matrix:''' the MTA [[matrix]] to set.
*'''Y:''' The Y coordinate of the matrix.
*'''Z:''' The Z coordinate of the matrix.
*'''rotX:''' The X rotation of the matrix.
*'''rotY:''' The Y rotation of the matrix.
*'''rotZ:''' The Z rotation of the matrix.


===Returns===
===Returns===
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==Example==  
==Example==  
{{Needs Example}}
{{Needs Example}}
==Requirements==
{{Requirements|n/a|1.5.8-9.20704|}}


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

Latest revision as of 17:24, 7 November 2024

This function sets the transformation matrix of a specific bone. Currently the Player and Ped element types are accepted.

[[{{{image}}}|link=|]] Tip: If you want to attach an element to a bone, see attachElementToBone.
[[{{{image}}}|link=|]] Tip: For matrix manipulation which goes beyond the basic examples given on this page, see the Lua matrix library. Using the built-in matrix class is also recommended.

Syntax

bool setElementBoneMatrix ( element theElement, int boneId, matrix matrix )

Required Arguments

  • theElement: the element to set the bone matrix on.
  • boneId: the ID of the bone. See Bone IDs.
  • matrix: the MTA matrix to set.

Returns

Returns true if the function was successful, false otherwise.

Example

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See Also