ActionScript® 3.0 Reference for the Adobe® Flash® Platform
Home  |  Show Packages and Classes List |  Packages  |  Classes  |  What's New  |  Index  |  Appendixes
fl.ik 

IKBone  - AS3 Flash

Packagefl.ik
Classpublic class IKBone
InheritanceIKBone Inheritance Object

Language Version: ActionScript 3.0
Product Version: Flash CS4
Runtime Versions: Flash Player 10, AIR 1.5

The IKBone class describes a single segment, which is a foundational component of an inverse kinematics (IK) armature. An armature is a collection of segments, called "bones", which are connected to one another at IKJoint objects. IKJoint objects are called "joints", and are further described in the IKJoint class.

Related API Elements



Public Properties
 PropertyDefined By
 Inheritedconstructor : Object
A reference to the class object or constructor function for a given object instance.
Object
  headJoint : IKJoint
[read-only] The head joint of the bone.
IKBone
  name : String
The name of the bone.
IKBone
  tailJoint : IKJoint
[read-only] The tail joint of the bone.
IKBone
Public Methods
 MethodDefined By
 Inherited
Indicates whether an object has a specified property defined.
Object
 Inherited
Indicates whether an instance of the Object class is in the prototype chain of the object specified as the parameter.
Object
 Inherited
Indicates whether the specified property exists and is enumerable.
Object
 Inherited
Sets the availability of a dynamic property for loop operations.
Object
 Inherited
Returns the string representation of this object, formatted according to locale-specific conventions.
Object
 Inherited
Returns the string representation of the specified object.
Object
 Inherited
Returns the primitive value of the specified object.
Object
Property Detail

headJoint

property
headJoint:IKJoint  [read-only]

Language Version: ActionScript 3.0
Product Version: Flash CS4
Runtime Versions: Flash Player 10, AIR 1.5

The head joint of the bone. A joint, defined by the IKJoint class, defines a connection between two bones. Each bone can have a head joint and a tail joint. The head joint is the joint that is closer to the root joint of the armature.



Implementation
    public function get headJoint():IKJoint

Related API Elements


Example  ( How to use this example )
The following example shows how to retrieve the head joint of a bone named "firstBone", which is part of an armature named "myArmature":
         import fl.ik.*;
         // Retrieve the bone named "firstBone"
         var fBone:IKBone = myArmature.getBoneByName("firstBone");
         // Retrieve that bone's headJoint
         var headJnt:IKJoint = fBone.headJoint;
         

name

property 
name:String

Language Version: ActionScript 3.0
Product Version: Flash CS4
Runtime Versions: Flash Player 10, AIR 1.5

The name of the bone. The name of a bone must be specified in the Flash authoring tool.



Implementation
    public function get name():String
    public function set name(value:String):void

Example  ( How to use this example )
The following example shows that the name of a bone is accessible through the name property. The bone is part of an armature named "myArmature".
         import fl.ik.*;
         // Get bone named "firstBone"
         var fBone:IKBone = myArmature.getBoneByName("firstBone");
         // Trace bone's name
         trace(fBone.name);
         

tailJoint

property 
tailJoint:IKJoint  [read-only]

Language Version: ActionScript 3.0
Product Version: Flash CS4
Runtime Versions: Flash Player 10, AIR 1.5

The tail joint of the bone. A joint, defined by the IKJoint class, defines a connection between two bones. Each bone can have a head joint and a tail joint. The tail joint is the joint that is farther away from the root joint of the armature than the head joint.



Implementation
    public function get tailJoint():IKJoint

Related API Elements


Example  ( How to use this example )
The following example shows how to retrieve the tail joint of a bone named "firstBone", which is part of an armature named "myArmature":
         import fl.ik.*;
         // Retrieve the bone named "firstBone"
         var fBone:IKBone = myArmature.getBoneByName("firstBone");
         // Retrieve that bone's tailJoint
         var tailJnt:IKJoint = fBone.tailJoint;