FreezePositionX
Bool = false Freezes the X coordinate of the socket's position. The X coordinate is the one the socket has in the bind pose, so animation cannot move the socket along X.
A socket attached to one joint. The socket moves,
turns and scales with the joint as it animates. PositionOffset and RotationOffset
set where the socket is relative to the joint.
The six freeze flags stop the animation from changing one axis of the socket. A frozen axis takes its value from the bind pose instead of the current pose.
Bool = false Freezes the X coordinate of the socket's position. The X coordinate is the one the socket has in the bind pose, so animation cannot move the socket along X.
Bool = false Freezes the Y coordinate of the socket's position. Works the same as FreezePositionX for Y.
Bool = false Freezes the Z coordinate of the socket's position. Works the same as FreezePositionX for Z.
Bool = false Freezes the X angle of the socket's rotation. The rotation is converted to Euler angles, the X angle is replaced with the X angle of the socket in the bind pose, and the result is converted back.
Bool = false Freezes the Y angle of the socket's rotation. Works the same as FreezeRotationX for Y.
Bool = false Freezes the Z angle of the socket's rotation. Works the same as FreezeRotationX for Z.
Bool = false Removed from current builds. When set, PositionOffset was added to the joint's position without turning with the joint.
Hash = "0x0" The joint the socket is attached to, as the hash of its name (FNV-1a 32 of the lowercased name, the same hash as for bin names).
Vec3 = [0, 0, 0] Offset of the socket from the joint, in world units, along the model's X, Y and Z axes in the bind pose. In the bind pose, the socket is at the joint's position plus this offset. When the joint animates, the offset turns and scales with the joint.
Vec3 = [0, 0, 0] Rotation of the socket relative to the joint, as Euler angles in degrees about X, Y and Z. It is applied in the joint's own axes, before the joint's rotation. The rotation about X is applied first, then Z, then Y.