| SkeletonHelperResetBoneTransforms Method (SkeletonPose, Int32, Int32) |
Resets the bone transforms of all bones in a bone chain.
Namespace: DigitalRune.Animation.CharacterAssembly: DigitalRune.Animation (in DigitalRune.Animation.dll) Version: 1.4.0.0 (1.4.1.14427)
Syntax public static void ResetBoneTransforms(
this SkeletonPose skeletonPose,
int startBoneIndex,
int endBoneIndex
)
<ExtensionAttribute>
Public Shared Sub ResetBoneTransforms (
skeletonPose As SkeletonPose,
startBoneIndex As Integer,
endBoneIndex As Integer
)
public:
[ExtensionAttribute]
static void ResetBoneTransforms(
SkeletonPose^ skeletonPose,
int startBoneIndex,
int endBoneIndex
)
[<ExtensionAttribute>]
static member ResetBoneTransforms :
skeletonPose : SkeletonPose *
startBoneIndex : int *
endBoneIndex : int -> unit
Parameters
- skeletonPose
- Type: DigitalRune.Animation.CharacterSkeletonPose
The skeleton pose. - startBoneIndex
- Type: SystemInt32
Index of the start bone (root of the chain). Can be -1. - endBoneIndex
- Type: SystemInt32
Index of the end bone (tip of the chain). Must not be -1.
Return Value
Type:
The number of bones in the chain; or 0 if the chain is invalid.
Usage Note
In Visual Basic and C#, you can call this method as an instance method on any object of type
SkeletonPose. When you use instance method syntax to call this method, omit the first parameter. For more information, see
Extension Methods (Visual Basic) or
Extension Methods (C# Programming Guide).
Exceptions Remarks
If a bone transform is reset, it is set to the
Identity
transform. If all bone transforms of a skeleton are reset, then the skeleton is in its
bind pose.
See Also