Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET

Namespace: Visual3D.Graphics3D.Animations
Assembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)

Syntax

      
 C#  Visual Basic 
[SerializableAttribute]
public class Bone : IHasNameID, INamed, ITransformProvider
<SerializableAttribute> _
Public Class Bone _
	Implements IHasNameID, INamed, ITransformProvider

Members

               
 All Members  Constructors   Fields   Properties   Methods  
 Public

 Protected
 Instance

 Static 
 Declared

 Inherited
 XNA Framework Only 

 .NET Compact Framework Only 

 MemberDescription
CustomSkeleton..::..Bone(CustomSkeleton..::..Bone, String, Boolean)
Create bone
CustomSkeleton..::..Bone(Matrix, CustomSkeleton..::..Bone, Int32, String)
Initializes a new instance of the CustomSkeleton..::..Bone class
ActorPartIndexes
AddChild(CustomSkeleton..::..Bone)
AffectsAnimationTarget
AnyAncestor(Func<(Of <<'(CustomSkeleton..::..Bone, Boolean>)>>))
AnyDescendent(Predicate<(Of <<'(CustomSkeleton..::..Bone>)>>), Boolean)
BakeTransform(Matrix)
BakeTransform(Matrix%, Nullable<(Of <<'(Boolean>)>>), Boolean)
BakeTransformRemoval(Matrix)
BindPose
BindPoseMatrix
Bind pose representing the position of bone when skinning / skeletal animation is disabled, the position of bone when model was first rigged with it (eg. arms sticking straight out for a character) instead of just the default pose when no animation is playing (eg. arms down at sides). The Skeleton's BindShape (implicit root bone, in few cases its used) is not included in this.
Children
Child bones spatially attached to this one and moved together with it, moved relative to it.
Clone(CustomSkeleton, CustomSkeleton..::..Bone)
CurrentAbsoluteSpatial
CurrentRelativeSpatial
DisplayName
An optional non-unique name that may provide optional alternative ID or description for the bone.
EditableKeyFrames
FinalMatrix
Final absolute matrix, which is calculated in UpdateAnimation each frame after all the loading is done.
FirstKeyFrame
GetFinalMatrixRecursively()()()()
GetInitialAbsoluteSpatial()()()()
GetInitialAbsoluteSpatial(CustomSkeleton, Boolean, Boolean)
GetInitialMatrixRecursively()()()()
Get matrix recursively
GetKeyFrame(Int32, Single, Matrix%)
GetKeyFrameSpatials()()()()
GetOrAssignSkinMatrixIndex()()()()
GetTransform(Matrix%, Boolean)
HasBone(Int32, CustomSkeleton..::..Bone%)
HasBone(String, CustomSkeleton..::..Bone%)
HasChildren
HasFullKeyFrameSpatials
HasInitialOffsetFromBindPose
HasInitialTransform
HasKeyFrame(Int32)
HasKeyFrames
HasVerticesAssigned
Id
Gets or sets the name of the bone which is a unique ID within the scope of its owning skeleton.
Index
The bone's index in the skinning matrix palette, used for assignment of vertices to bones.
InitialAbsoluteMatrix
InitialAbsoluteSpatial
InitialMatrix
Initial parent-relative position when not animated.
InitialOffsetFromBindPose
InitialOffsetFromBindPoseMatrix
InitialSpatial
InverseBindPose
InverseBindPoseWithoutBindShape
Initial absolute position of bone during rigging, used by skinning calculate the vertex transforms as being relative to this. Initial position when skinning is disabled.
IsAtInitialPose
IsBone
Indicates if the bone is used for skeletal animations. If false, then its just used for non-skinned part transform (eg. cinematic) animations.
IsRootBone
KeyFrameCount
KeyFrames
KeyFrameSpatials
Name
Gets or sets the name of the bone which is a unique ID within the scope of its owning skeleton.
Parent
Prefab
Root
RootBone
RotationOrder
SceneNode
Skeleton
ThisAndDescendents
ToString()()()() (Overrides Object..::..ToString()()()().)
ToString(Boolean)
Usage

Inheritance Hierarchy

System..::..Object
  Visual3D.Graphics3D.Animations..::..CustomSkeleton..::..Bone

See Also