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]]. | ||
*'''matrix:''' the | *'''X:''' The X coordinate of the matrix. | ||
*'''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=== |
Revision as of 17:44, 8 October 2021
This function sets the transformation matrix of a specific bone. Currently the Player and Ped element types are accepted.
Tip: If you want to attach an element to a bone, see attachElementToBone. |
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.
- rotX: The X rotation of the matrix.
- rotY: The Y rotation of the matrix.
- rotZ: The Z rotation of the matrix.
Returns
Returns true if the function was successful, false otherwise.
Example
Script Example Missing Function SetElementBoneMatrix needs a script example, help out by writing one. | |
Before submitting check out Editing Guidelines Script Examples. |
Requirements
This template will be deleted.
See Also
- getElementBoneMatrix
- getElementBonePosition
- getElementBoneRotation
- getElementBoundingBox
- getElementDistanceFromCentreOfMassToBaseOfModel
- getElementLighting
- getElementRadius
- isElementCollidableWith
- isElementLocal
- isElementOnScreen
- isElementStreamable
- isElementStreamedIn
- isElementSyncer
- isElementWaitingForGroundToLoad
- setElementBoneMatrix
- setElementBonePosition
- setElementBoneRotation
- setElementCollidableWith
- setElementStreamable
- updateElementRpHAnim
- Shared
- attachElements
- createElement
- destroyElement
- detachElements
- getAttachedElements
- getElementAlpha
- getElementAttachedOffsets
- getElementAttachedTo
- getElementByIndex
- getElementByID
- getElementChild
- getElementChildren
- getElementChildrenCount
- getElementCollisionsEnabled
- getElementColShape
- getElementData
- getAllElementData
- hasElementData
- getElementDimension
- getElementHealth
- getElementID
- getElementInterior
- getElementMatrix
- getElementModel
- getElementParent
- getElementPosition
- getElementRotation
- getElementsByType
- getElementsWithinColShape
- getElementsWithinRange
- getElementType
- getElementVelocity
- getLowLODElement
- getRootElement
- isElement
- isElementAttached
- isElementCallPropagationEnabled
- isElementDoubleSided
- isElementFrozen
- isElementInWater
- isElementLowLOD
- isElementWithinColShape
- isElementWithinMarker
- setElementAlpha
- setElementAngularVelocity
- getElementAngularVelocity
- setElementAttachedOffsets
- setElementCallPropagationEnabled
- setElementCollisionsEnabled
- setElementData
- setElementDimension
- setElementDoubleSided
- setElementFrozen
- setElementHealth
- setElementID
- setElementInterior
- setElementModel
- setElementParent
- setElementPosition
- setElementRotation
- setElementVelocity
- setLowLODElement
- getPedContactElement
- getResourceDynamicElementRoot
- getResourceRootElement