| Skeleton Class |
Namespace: DigitalRune.Animation.Character
The Skeleton type exposes the following members.
| Name | Description | |
|---|---|---|
| Equals | (Inherited from Object.) | |
| Finalize | Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection. (Inherited from Object.) | |
| GetBindPoseAbsoluteInverse |
Gets the bind pose transformation of a given bone relative to model space.
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| GetBindPoseRelative |
Gets the bind pose transformation of a given bone relative to the parent bone.
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| GetChild |
Gets the bone index of a child bone of a given bone.
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| GetHashCode | Serves as a hash function for a particular type. (Inherited from Object.) | |
| GetIndex |
Gets the bone index for a given bone name.
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| GetName |
Gets the name of a given bone.
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| GetNumberOfChildren |
Gets the number of child bones of a given bone.
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| GetParent |
Gets the index of the parent bone of a given bone.
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| GetType | Gets the Type of the current instance. (Inherited from Object.) | |
| MemberwiseClone | Creates a shallow copy of the current Object. (Inherited from Object.) | |
| ToString | Returns a string that represents the current object. (Inherited from Object.) |
| Name | Description | |
|---|---|---|
| Name |
Gets or sets the name of the skeleton.
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| NumberOfBones |
Gets the number of bones in this skeleton.
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A Skeleton describes the hierarchy of bones in the "bind pose" (also called "rest pose"). Skeletons are immutable: After an instance is created, it is not possible to add/remove bones or change the bind pose.
The class SkeletonPose can be used to animate a skeleton: It defines a new pose for an existing skeleton. A single Skeleton instance can be shared by multiple SkeletonPoses. I.e. if multiple characters with the same skeleton are animated they share the same Skeleton instance, but each character has a different SkeletonPose.