struct ISkeletonPose : public ISkeletonPhysics { };
ICryAnimation.h
virtual ~ISkeletonPose();
virtual void ApplyRecoilAnimation(f32 fDuration, f32 fKinematicImpact, f32 fKickIn, uint32 arms = 3) = 0;
virtual void DrawSkeleton(const Matrix34& rRenderMat34, uint32 shift = 0) = 0;
virtual const QuatT& GetAbsJointByID(int32 nJointID) = 0;
runtime skeleton pose
virtual IAnimationPoseBlenderDir* GetIPoseBlenderAim() = 0;
Pose Modifiers (soon obsolete)
virtual IAnimationPoseBlenderDir* GetIPoseBlenderLook() = 0;
virtual IMaterial* GetMaterialOnJoint(int32 nId) = 0;
virtual const QuatT& GetRelJointByID(int32 nJointID) = 0;
runtime skeleton pose
virtual IStatObj* GetStatObjOnJoint(int32 nId) = 0;
virtual void SetDefaultPose() = 0;
virtual void SetForceResetToDefault(bool bReset) = 0;
virtual void SetForceSkeletonUpdate(int32 i) = 0;
virtual uint32 SetHumanLimbIK(const Vec3& wgoal, const char* limb) = 0;
virtual void SetMaterialOnJoint(int32 nId, IMaterial* pMaterial) = 0;
virtual void SetPostProcessCallback(int (*func)(ICharacterInstance*,void*), void * pdata) = 0;
virtual void SetPostProcessQuat(int32 idx, const QuatT& qt) = 0;
virtual void SetStatObjOnJoint(int32 nId, IStatObj* pStatObj) = 0;