ent_bonerotate(entity,string name,vector angle)

ent_bonerotate_parent(entity,string name,vector angle)

Rotates an entity bone, it's children and all attached vertices. ent_bonerotate rotates about it's hinge point, ent_bonerotate_parent rotates about it's parent's joint (this corresponds to rotate3 mode in MED).

Parameters:

entity - entity pointer
name - name of the bone
angle - pan, tilt, roll euler angles.

Returns:

0 if bone not found, otherwise nonzero.

Speed:

Slow

Remarks:

Examples:

action endless_animation() 
{
    while(1) { 
      ent_bonerotate(my,"bone",vector(time_step, 0, 0));
      wait(1);
   }
}

action combined_animation()
{
   while(1) {
      if (key_q) { my.skill1 -= time_step; }
      if (key_w) { my.skill1 += time_step; }
      if (key_a) { my.skill2 -= time_step; }
      if (key_s) { my.skill2 += time_step; }
      ent_animate(my,NULL,0,0);  // reset all bones
      ent_bonerotate(my,"bone1",vector(0,my.skill2,0)); // tilt first bone 
      ent_bonerotate(my,"bone2",vector(my.skill1,0,0)); // pan second bone   
      wait(1);
   }
}

See also:

ent_bonereset, ent_bonescale, ent_animate, ent_bonemove ► latest version online