Bone
List of all bones on a character.
The above was rendered via this code:
Event.Add("Render", function()
local localPlayer = Players.Local():GetGamePlayer()
local char = localPlayer:GetCharacter()
for bone_name, bone_val in pairs(Bone) do
local pos = char:GetBonePosition(bone_val)
local pos_2d = Render.WorldToScreen(pos)
if pos_2d then
Render.FillCircle(pos_2d, 7, 24, vec4(1, 0, 0, 1.0))
Render.DrawText(tostring(bone_name), vec2(pos_2d.x, pos_2d.y - 15), 15, vec4(1, 1, 1, 1), true, 1, 100)
end
end
end)
Bone |
---|
Bone.Reference |
Bone.Offset |
Bone.Hips |
Bone.Spine1 |
Bone.Spine2 |
Bone.Spine3 |
Bone.Neck1 |
Bone.Sternum |
Bone.Head |
Bone.Face |
Bone.RightToe |
Bone.LeftToe |
Bone.RightFoot |
Bone.LeftFoot |
Bone.RightLegLower |
Bone.LeftLegLower |
Bone.RightLegUpper |
Bone.LeftLegUpper |
Bone.RightShoulder |
Bone.LeftShoulder |
Bone.RightArmUpper |
Bone.LeftArmUpper |
Bone.RightArmLower |
Bone.LeftArmLower |
Bone.RightHand |
Bone.LeftHand |
Bone.RightHandAttach |
Bone.LeftHandAttach |
Bone.RightHandAttach2 |
Bone.LeftHandAttach2 |
Bone.RightHandIK |
Bone.LeftHandIK |
Bone.RightBackAttach |
Bone.LeftBackAttach |
Bone.RightLegAttach |
Bone.LeftLegAttach |
Bone.RightFootIK |
Bone.LeftFootIK |
Bone.AimTarget |
Bone.TargetRef1 |
Bone.TargetRef2 |
Bone.CameraRef1 |
Bone.CameraRef2 |
Bone.GrappleAttachHook |
Bone.GrappleAttachWire |
Bone.GrappleAttachBelt |
Bone.GrappleAttachWrist |
Bone.RightParaAttach |
Bone.LeftParaAttach |
Bone.RightParaAttach2 |
Bone.LeftParaAttach2 |
Bone.RightFrontFlap |
Bone.LeftFrontFlap |
Bone.RightBackFlap |
Bone.LeftBackFlap |
Bone.CollarLeftFlap |
Bone.CollarRightFlap |
Bone.CollarBackFlap |