Used by most Animation components; this Asset provides you the ability to exclude or include a working set of bones and joints from an animation. Once connected to a Skeleton you can fine tune the mask as you see fit.
See Also
Static Variables
Name | Description |
asset | The underlying Asset the current armature belongs to. |
Declaration
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skeleton | The Skeleton asset connected to the current armature. |
Declaration
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Functions
Name | Description |
SetSkeleton | Connect an existing skeleton to the current Armature. |
Declaration bool SetSkeleton( Skeleton *skeleton ) Parameters
skeleton : A valid Skeleton asset; or nil to disconnect.
Return Value
true if the Skeleton have been connected or disconnected successfully else return false .
- Warning
- Skeletons can only be connected if the armature is not connected to any other resources as it will invalidate the Armature mask.
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SetMask | Set the mask for a specific bone index. |
Declaration bool SetMask( unsigned short index, bool mask ) Parameters
index : The bone index to apply the mask on.
mask : Include or exclude the bone.
Return Value
true if the index is in bound; else return false .
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GetMask | Get the current mask applied on a specific bone using its index. |
Declaration bool GetMask( unsigned short index ) Parameters
index : A valid Skeleton asset; or nil to disconnect.
Return Value
The current mask value applied on the bone; if the index is out of bounds return false .
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