Bone

Tampilkan yang Tidak Digunakan Lagi

*Konten ini akan segera tersedia dalam bahasa pilihanmu.

Bones are non-rendered objects that drive the movement of one or more parts for the purposes of animation, or creating clothing and characters. Bones are part of a Model or MeshPart object's skeletal rig that you typically access and animate through the Animation Editor.

Rigs are created during the modeling process in third-party software such as Blender or Maya. After importing the rigged model into Studio, you can add the model directly to your experience, or save and share the model as an asset. See Rigging for more details on creating and using rigged models.

Note that you can parent Bones under other Bones and parts. When parenting a bone to another bone, the child bone's world position will be relative to the parent bone's position, and the hierarchy of parented Bone objects can change the behavior of affected parts during posing or animation.

Relationship with Motor6D

To support animations with older rigs using joints, such as Motor6D, you can use the Bone.Transform property in the same way as Motor6D.Transform. Roblox uses the offset of the bones from the default pose to drive an animation, and bones are not replicated or serialized.

Bone.CFrame

Bones inherit the CFrame property of Attachments which Roblox uses as the bone's reference position. The inherited WorldCFrame and other world properties return the initial un-transformed position.

Rangkuman

Properti

  • Tidak Direplikasi
    Baca Paralel

    Determines the current animated offset of the bone in its local space.

  • Tersembunyi
    Hanya Baca
    Tidak Direplikasi
    Baca Paralel

    Describes the combined CFrame offset of the bone and the current animation offset in the bone local space.

  • Hanya Baca
    Tidak Direplikasi

    Describes the combined CFrame offset of the bone and the current animation offset in world space.

Properti diwarisi dari Attachment
  • Tidak Direplikasi
    Baca Paralel

    Direction of the X axis of the attachment, represented as a unit Vector3.

  • Baca Paralel

    CFrame offset of the attachment.

  • Tersembunyi
    Tidak Direplikasi
    Baca Paralel

    Orientation of the attachment relative to the orientation of its parent.

  • Tersembunyi
    Tidak Direplikasi
    Baca Paralel

    Positional offset of the attachment, relative to the position and orientation of its parent.

  • Tidak Direplikasi
    Baca Paralel

    Direction of the Y axis of the attachment, represented as a unit Vector3.

  • Baca Paralel

    Toggles the in-experience visibility of the attachment.

  • Tidak Direplikasi
    Baca Paralel

    Direction of the X axis of the attachment relative to the world, represented as a unit Vector3 with a length of 1.

  • Tidak Direplikasi
    Baca Paralel

    The exact CFrame of the attachment in world space coordinates.

  • Tersembunyi
    Tidak Direplikasi
    Baca Paralel

    Orientation of the attachment relative to the world rather than its own parent.

  • Tersembunyi
    Tidak Direplikasi
    Baca Paralel

    Position of the attachment relative to the world rather than its own parent.

  • Tidak Direplikasi
    Baca Paralel

    Direction of the Y axis of the attachment relative to the world, represented as a unit Vector3 with a length of 1.

Metode

Metode diwarisi dari Attachment

Properti

Transform

Tidak Direplikasi
Baca Paralel

Transform determines the current animated offset of the bone relative to its CFrame. This property is set by Roblox when animations on skinned meshes are played, although it can be manipulated manually in a manner similar to Motor6D.Transform.

See also:

TransformedCFrame

Tersembunyi
Hanya Baca
Tidak Direplikasi
Baca Paralel

TransformedCFrame describes the combined CFrame offset of the bone and the current animation offset (Transform) in the bone's local space.

See also:

TransformedWorldCFrame

Hanya Baca
Tidak Direplikasi

TransformedWorldCFrame describes the combined CFrame offset of the bone and the current animation offset (Transform) in world space.

See also:

Metode

Acara