Set quaternion rotation
| <bone>.setQuat( | |
| [x,y,z,w] | |
| mode = viz.ABS_PARENT | # Positional argument |
)
[x,y,z,w]
The four numbers representing a Quaternion.
mode = viz.ABS_PARENT
Can be one of the following:
Transform modes |
|
viz.ABS_PARENT |
Perform the transformation absolutely in the bones local coordinate system. |
viz.ABS_GLOBAL |
Perform the transformation absolutely in the bones global coordinate system. |
viz.ABS_LOCAL |
Perform the transformation relatively in the bones local coordinates system. |
viz.REL_PARENT |
Perform the transformation relatively in parent bones coordinate system. |
viz.REL_GLOBAL |
Perform the transformation relatively in bones global coordinate system. |
viz.AVATAR_LOCAL |
Perform the transformation absolutely in the avatars local coordinate system. |
viz.AVATAR_WORLD |
Perform the transformation absolutely in the avatars global coordinate system. |
This will set the rotation of the bone to the given Quaternion.
NOTE: The bone must be locked in order to apply manual rotations
None