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SocketDefinitionSingleJoint

16.15

Inheritance 1 ancestor · 1 sibling

Class Documentation

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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.

Properties

FreezePositionX

Bool = false
16.18
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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.

FreezePositionY

Bool = false
16.18
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Freezes the Y coordinate of the socket's position. Works the same as FreezePositionX for Y.

FreezePositionZ

Bool = false
16.18
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Freezes the Z coordinate of the socket's position. Works the same as FreezePositionX for Z.

FreezeRotationX

Bool = false
16.18
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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.

FreezeRotationY

Bool = false
16.18
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Freezes the Y angle of the socket's rotation. Works the same as FreezeRotationX for Y.

FreezeRotationZ

Bool = false
16.18
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Freezes the Z angle of the socket's rotation. Works the same as FreezeRotationX for Z.

IsWorldSpaceOffset

Bool = false
Removed in 16.18
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Removed from current builds. When set, PositionOffset was added to the joint's position without turning with the joint.

ParentJoint

Hash = "0x0"
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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).

PositionOffset

Vec3 = [0, 0, 0]
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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.

RotationOffset

Vec3 = [0, 0, 0]
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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.