void SetBoneOverride( int boneIndex, Transform& transform )

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Description

The SetBoneOverride method allows you to override the transformation of a specific bone in a SceneModel. This can be useful for custom animations or adjustments that need to be applied to a model's skeleton.

Usage

To use the SetBoneOverride method, you need to provide the index of the bone you want to override and a reference to a Transform object that represents the new transformation for that bone.

Ensure that the Transform object is properly initialized and represents the desired position, rotation, and scale for the bone.

Example

// Example of using SetBoneOverride
SceneModel model = new SceneModel();
int boneIndex = 5; // Index of the bone to override
Transform newTransform = new Transform();
newTransform.Position = new Vector3(1.0f, 0.0f, 0.0f);
newTransform.Rotation = Rotation.From(0, 90, 0);
newTransform.Scale = new Vector3(1.0f, 1.0f, 1.0f);

model.SetBoneOverride(boneIndex, ref newTransform);