- activate (bonecontrol,l3dmodel)
- returns: ()
- axis (bonecontrol,[int])
- returns: ([int])
returns or sets axis along we aim
- deactivate (bonecontrol)
- returns: ()
deactivates bonecontrol
- delete (bonecontrol)
- returns: ()
deletes the controller
- ikallchildren (bonecontrol,[boolean])
- returns: ([boolean])
returns or sets if all affected children should be updated. By default (false) we only update the bone's parents.
- ikdepth (bonecontrol,[int])
- returns: ([int])
returns or sets depth of IK chain. means how many steps up in hierarchy we go. number must be smaller than the parent chain this bone has.
- ikiterations (bonecontrol,[int])
- returns: ([int])
returns or sets iterations of IK chain. how many iterations of the full IK chain we will do if we are above threshold
- iklookat (bonecontrol,[boolean])
- returns: ([boolean])
returns or sets if a lookat effect should be applied on the ik root as well (default is false)
- ikthreshold (bonecontrol,[float])
- returns: ([float])
returns or sets threshold of IK chain. if square distance is below threshold we stop
- invertaxis (bonecontrol,[boolean])
- returns: ([boolean])
returns or sets if aim axis should be inverted
- matrix (bonecontrol,[matrix4x4])
- returns: (matrix4x4)
returns or sets matrix
- newabs (boneid)
- returns: (bonecontrol)
a new abs bonecontroller. The bone will takeover the target matrix or local matrix (pos/rot)
- newik (boneid)
- returns: (bonecontrol)
a new ik bonecontroller. The bone will try to reach the target location. The bone must have one parent.
- newlookat (boneid)
- returns: (bonecontrol)
a new lookat bonecontroller. The bone will orient the defined axis in such a way that it aims at the target
- newrelative (boneid)
- returns: (bonecontrol)
a new relative bonecontroller, use pos/rot to manually rotate or move a bone
- pos (bonecontrol,[float x,y,z])
- returns: (float x,y,z)
returns or sets position
- rotaxis (bonecontrol,[float Xx,Xy,Xz, Yx,Yy,Yz, Zx,Zy,Zz])
- returns: ([float Xx,Xy,Xz, Yx,Yy,Yz, Zx,Zy,Zz])
returns or sets rotation axis, make sure they make a orthogonal basis.
- rotdeg (bonecontrol,[float x,y,z])
- returns: (float x,y,z)
returns or sets rotation in degrees
- rotrad (bonecontrol,[float x,y,z])
- returns: (float x,y,z)
returns or sets rotation in radians
- target (bonecontrol,[actnornode]/[scenenode])
- returns: ()
sets target for ik/abs/lookat, for abs it will overwrite the matrix. If no argument is passed then it will be unlinked.