SetElementBoneMatrix: Difference between revisions

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Tag: Reverted
Tag: Reverted
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*'''Y:''' The Y coordinate of the matrix.
*'''Y:''' The Y coordinate of the matrix.
*'''Z:''' The Z coordinate of the matrix.
*'''Z:''' The Z coordinate of the matrix.
*'''rotX:''' The X rotation of the matrix.
*'''rotationX:''' The X rotation of the matrix.
*'''rotY:''' The Y rotation of the matrix.
*'''rotationY:''' The Y rotation of the matrix.
*'''rotZ:''' The Z rotation of the matrix.
*'''rotationZ:''' The Z rotation of the matrix.


===Returns===
===Returns===

Revision as of 17:50, 8 October 2021

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.
  • X: The X coordinate of the matrix.
  • Y: The Y coordinate of the matrix.
  • Z: The Z coordinate of the matrix.
  • rotationX: The X rotation of the matrix.
  • rotationY: The Y rotation of the matrix.
  • rotationZ: The Z rotation of the matrix.

Returns

Returns true if the function was successful, false otherwise.

Example

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Requirements

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See Also