The M_Skeleton class represents the actual skeleton structure that is encapsulated by a bone layer.
Returns the number of bones in the skeleton.
Return value (int): number of bonesAccess a particular bone in the skeleton.
Return value (M_Bone): a bone object id (int): bone identifierGiven a bone object, this function returns the identifier value for that bone in the skeleton.
Return value (int): bone identifier bone (M_Bone): a bone in the skeletonReturns the identifier of the currently selected bone.
Return value (int): bone identifierUpdates the transformation matrices for the given bone. Use this after changing a bone's position or rotation.
Return value: none id (int): bone identifierCreate a new bone and add it to the skeleton.
Return value (M_Bone): the newly-created bone frame (int): frame numberDelete a bone from the skeleton.
Return value: none id (int): bone identifier recursion (int): ignore this argument - leave it set to 0Returns the number of child bones attached to the given bone.
Return value (int): number of children bones id (int): bone identifierReturn the first child of the given bone.
Return value (int): bone identifier id (int): bone identifierTest whether one bone is a decendant of another.
Return value (bool): true if the childID bone is decended from boneID, otherwise false boneID (int): bone identifier childID (int): bone identifierTest whether one bone is an ancestor of another.
Return value (bool): true if parentID is an ancestor of boneID, otherwise false boneID (int): bone identifier parentID (int): bone identifierReturns the closest bone to a 2D vector position.
Return value (int): bone identifier vec (LM_Vector2): a 2D position in the bone layerLocks the given bone at a specified time.
Return value: none id (int): bone identifier frame (int): frame numberUnlocks the given bone at a specified time.
Return value: none id (int): bone identifier frame (int): frame numberRuns the inverse kinematics solver in order to move a chain of bones to reach a specified target point. The specified bone will move as necessary in order for its tip to touch the given target.
Return value: none boneID (int): bone identifier target (const LM_Vector2): target location iterMultiplier (int): the default setting of 1 should be fine, but increase this number for a more accurate IK solutionWhich automatic binding mode should be used for this skeleton. See the binding mode constants.