Engine

Bone

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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.

Summary

Properties

  • not replicated
    read parallel

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

  • hidden
    read only
    not replicated
    read parallel

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

  • read only
    not replicated

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

Properties inherited from Attachment
  • not replicated
    read parallel

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

  • read parallel

    CFrame offset of the attachment.

  • hidden
    not replicated
    read parallel

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

  • hidden
    not replicated
    read parallel

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

  • not replicated
    read parallel

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

  • read parallel

    Toggles the in-experience visibility of the attachment.

  • not replicated
    read parallel

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

  • not replicated
    read parallel

    The exact CFrame of the attachment in world space coordinates.

  • hidden
    not replicated
    read parallel

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

  • hidden
    not replicated
    read parallel

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

  • not replicated
    read parallel

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

Methods

Methods inherited from Attachment

Properties

Transform

not replicated
read parallel

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

hidden
read only
not replicated
read parallel

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

See also:

TransformedWorldCFrame

read only
not replicated

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

See also:

Methods

Events