Bone
Bone : Attachment
Properties
Transform
CFrame
The OffsetTransform property adjusts the position and orientation of the bone relative to its parent within the local coordinate system.
Code Samples
TransformedCFrame
CFrame
The TransformedCFrame
property returns the cumulative transformation of the Bone
in 3D space relative to its world space. By calculating the combined transforms of the OffsetTransform
property and all its parent Bone
objects, TransformedCFrame
provides the Bone
's final position, orientation, and scaling in the global or world coordinate system. This is critical for tasks like rendering, collision detection, or applying animations, as it gives the precise position to align 3D models and rigs within the environment. With TransformedCFrame
, users can seamlessly integrate the hierarchical rig structure into world-based operations, making it an essential property for managing skeletal systems effectively in game engines or other 3D development environments.
Code Samples
TransformedWorldCFrame
CFrame
The TransformedWorldCFrame
property provides the Bone
's transformation relative to the global/world coordinate system with additional enhancements specific to the world context. This property is an extension of the TransformedCFrame
, allowing for further integration with global transformations or systems that require adjustments based on specific world settings, such as environmental scaling or world-based offsets.
By combining the Bone
hierarchy's cumulative transformations with any necessary world-specific adjustments, TransformedWorldCFrame
delivers the final position, orientation, and scaling required for seamlessly aligning bones and animations in the 3D environment. This property supports advanced use cases, such as blending animations with environmental effects or integrating motion capture data into the skeletal system.
This makes the TransformedWorldCFrame
property highly versatile for game engines, visual effects, and simulations where world-aware skeletal systems are essential for realistic interactions and movements.
Code Samples
Methods
Events
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