setElementBoneRotation
Client
Turns a ped's or object's bone relative to its parent bone. The change applies on this client only.
bool setElementBoneRotation(ped|object element, int|string bone, float yaw, pitch, roll)
Parameters
| Name | Type | Description |
|---|---|---|
| element | ped|object | The ped, player or object. An object needs a model with a skeleton or a node tree. |
| bone | int|string | The bone. On a ped: an MTA bone id, a rig bone's tag or its name. On an object: a node's name or a bone's tag. |
| yaw, pitch, roll | float | Angles in degrees, as three numbers or one vec3. |
Returns
true if it was turned. false if the element is streamed out, the bone has no pose or the ped is in a ragdoll.
A ped's pose and an animated object's pose are rebuilt every frame: change them in onClientPedsProcessed, which fires once the frame's poses are built. An object without an animation keeps what was set. Whatever is attached to the bone follows it.
Example
addEventHandler("onClientPedsProcessed", root, function()
setElementBoneRotation(localPlayer, 5, 0, 30, 0)
end)Coming from MTAIn MTA it works on peds only. Here it also takes objects and rig bones by tag or name.
NoteRaises an error if the element has no such bone. While the element is streamed out, it returns
false.