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If you want to modify the
transform
property of a bone within a model, then you must store a
copy of the original transform of the bone, modify the stored copy using the above commands
and properties, then reset the bone’s
transform
property so that it is equal to the modified
transform. For example:
t = member(“character”).model(“biped”).bonesPlayer.bone[38].\
transform.duplicate()
t.translate(25,0,-3)
member(“character”).model(“biped”).bonesPlayer.bone[38].\
transform = t
Example
This Lingo shows the transform of the model box, followed by the position and rotation
properties of the transform:
put member("3d world").model("box").transform
-- transform(1.000000,0.000000,0.000000,0.000000, \
0.000000,1.000000,0.000000,0.000000, \
0.000000,0.000000,1.000000,0.000000, -\
94.144844,119.012825,0.000000,1.000000)
put member("3d world").model("box").transform.position
-- vector(-94.1448, 119.0128, 0.0000)
put member("3d world").model("box").transform.rotation
--vector(0.0000, 0.0000, 0.0000)
See also
interpolateTo()
,
scale (transform)
,
rotation (transform)
,
position (transform)
,
bone
,
worldTransform
,
preRotate
,
preScale()
,
preTranslate()
transitionType
Syntax
member(
whichCastMember
).transitionType
the transitionType of member
whichCastMember
Description
Transition cast member property; determines a transition’s type, which is specified as a
number. The possible values are the same as the codes assigned to transitions for the
puppetTransition
command.
Example
This statement sets the type of transition cast member 3 to 51, which is a pixel dissolve
cast member:
member(3).transitionType = 51
translate
Syntax
member(
whichCastmember
).node(
whichNode
).translate(
xIncrement
, \
yIncrement
,
zIncrement
{
, relativeTo
})
member(
whichCastmember
).node(
whichNode
).translate\
(
translateVector
{
, relativeTo
})
transform
.translate(
xIncrement
,
yIncrement
,
zIncrement
\
{
, relativeTo
})
transform
.translate(
translateVector
{
, relativeTo
})
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