ent_bonereset(ENTITY*,STRING* name)

Resets a bone to it's default scale and orientation.

ent_bonereset_branch(ENTITY*,STRING* name)

Resets a bone and all it's children to their default position, scale and orientation.

ent_bonereset_all(ENTITY*)

Resets all bones of the current pose of the entity.

Parameters:

ENTITY* - entity pointer
name - name of the bone, STRING* or char*

Returns:

0 if bone not found, otherwise nonzero.

Speed:

Slow

Examples:

action endless_rotation()
{

  ent_bonereset(my,"bone1"); 
	while(1)
   {
	  ent_bonerotate(my,"bone1",vector(time_step, 0, 0));
	  wait(1);
	 }
}

See also:

ent_bonescale, ent_bonerotate, ent_animate, ent_bonemove