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.
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.
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 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);