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rules
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.cursor/rules/roblox/reference/engine/classes/Bone.yaml
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.cursor/rules/roblox/reference/engine/classes/Bone.yaml
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# This file is automatically generated. Please don't edit it manually.
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# To submit a bug report on the content, see
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# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
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name: Bone
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type: class
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memory_category: Instances
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summary: |
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Bones are non-rendered objects that drive the movement of one or more parts
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for the purposes of animation, or creating clothing and characters.
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description: |
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Bones are non-rendered objects that drive the movement of one or more parts
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for the purposes of animation, or creating clothing and characters. Bones are
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part of a `Class.Model` or `Class.MeshPart` object's skeletal **rig** that you
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typically access and animate through the
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[Animation Editor](../../../animation/editor.md).
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Rigs are created during the modeling process in third-party software such as
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Blender or Maya. After importing the rigged model into Studio, you can add the
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model directly to your experience, or save and share the model as an asset.
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See [Rigging](../../../art/modeling/rigging.md) for more details on creating
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and using rigged models.
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Note that you can parent `Class.Bone|Bones` under other `Class.Bone|Bones` and
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parts. When parenting a bone to another bone, the child bone's world position
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will be relative to the parent bone's position, and the hierarchy of parented
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`Class.Bone` objects can change the behavior of affected parts during posing
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or animation.
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##### Relationship with Motor6D
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To support animations with older rigs using joints, such as `Class.Motor6D`,
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you can use the `Class.Bone.Transform` property in the same way as
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`Class.Motor6D.Transform`. Roblox uses the offset of the bones from the
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default pose to drive an animation, and bones are not replicated or
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serialized.
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##### Bone.CFrame
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Bones inherit the `Class.Attachment.CFrame|CFrame` property of
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`Class.Attachment|Attachments` which Roblox uses as the bone's reference
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position. The inherited `Class.Attachment.WorldCFrame|WorldCFrame` and other
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world properties return the initial un-transformed position.
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code_samples: []
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inherits:
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- Attachment
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descendants: []
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tags: []
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deprecation_message: ''
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properties:
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- name: Bone.Transform
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summary: |
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Determines the current animated offset of the bone in its local space.
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description: |
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**Transform** determines the current animated offset of the bone relative
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to its `Class.Attachment.CFrame|CFrame`. This property is set by Roblox
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when animations on skinned meshes are played, although it can be
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manipulated manually in a manner similar to `Class.Motor6D.Transform`.
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See also:
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- `Class.Motor6D.Transform`, a property which plays a similar role in
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character rig animation
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- `Class.Bone.TransformedCFrame|TransformedCFrame` and
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`Class.Bone.TransformedWorldCFrame|TransformedWorldCFrame`, whose values
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are partially determined by this property
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code_samples: []
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type: CFrame
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tags:
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- NotReplicated
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Transform
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serialization:
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can_load: true
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can_save: false
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capabilities:
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- Basic
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- Animation
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- name: Bone.TransformedCFrame
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summary: |
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Describes the combined `Class.Attachment.CFrame|CFrame` offset of the bone
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and the current animation offset in the bone local space.
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description: |
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**TransformedCFrame** describes the combined
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`Class.Attachment.CFrame|CFrame` offset of the bone and the current
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animation offset (`Class.Bone.Transform|Transform`) in the bone's local
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space.
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See also:
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- `Class.Bone.Transform|Transform`, a property which partially determines
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this property's value
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- `Class.Bone.TransformedWorldCFrame`, a world-space variant of this
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property
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code_samples: []
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type: CFrame
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tags:
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- Hidden
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- ReadOnly
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- NotReplicated
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Derived Data
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serialization:
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can_load: false
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can_save: false
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capabilities:
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- Basic
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- Animation
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- name: Bone.TransformedWorldCFrame
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summary: |
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Describes the combined `Class.Attachment.CFrame|CFrame` offset of the bone
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and the current animation offset in world space.
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description: |
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**TransformedWorldCFrame** describes the combined
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`Class.Attachment.CFrame|CFrame` offset of the bone and the current
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animation offset (`Class.Bone.Transform|Transform`) in world space.
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See also:
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- `Class.Bone.Transform|Transform`, a property which partially determines
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this property's value
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- `Class.Bone.TransformedCFrame`, a local-space variant of this property
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code_samples: []
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type: CFrame
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tags:
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- ReadOnly
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- NotReplicated
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: Unsafe
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category: Derived World Data
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serialization:
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can_load: false
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can_save: false
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capabilities:
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- Basic
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- Animation
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methods: []
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events: []
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callbacks: []
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