What's New in Director 8.5 > Working with Models and Model Resources > Animation modifiers > Bones player properties |  |

Bones player properties

Use these properties to work with bones animations:

Property | Access | Description | Default
--- | --- | --- | ---
`whichModel``.bonesPlayer.playing` | Get | `TRUE (1)`= playing; `FALSE (0)`= paused. | `TRUE (1)`
`whichModel``.bonesPlayer.playList` | Get | A linear list of property lists, where each property list yields the parameters for the currently playing and queued animations. For example, `[[#name: "Walk_rt_turn", #loop: 0, #startTime: 0, #endTime: 4000, #scale: 1.0000], [#name: "Walk", #loop: 1, #startTime: 0, #endTime: -1, #scale: 1.0000]]`. | Empty list []
`whichModel``.bonesPlayer.currentTime` | Get and set | Current local time of motion at the top of the play list, in milliseconds. The motion's duration property tells you how long the animation lasts. | `0`
`whichModel``.bonesPlayer.playRate` | Get and set | A value indicating how quickly or slowly to play back the motion. For example, a value of 2.0 doubles the speed of the motion; a value of 0.5 halves the speed of the motion. This value is multiplied by the value of the `playRate` parameter of the `play` or `queue` command. | `1.0`
`whichModel``.bonesPlayer.playList.count` | Get | Current linear list of property lists, with each property list containing the name of a motion and its playback properties. | `0`
`whichModel``.bonesPlayer.rootLock` | Get and set | `TRUE` means the model's root bone remains at its current position. The root bone is the central bone from which all other bones branch. If this property is set to `TRUE` during a walking motion, the model appears to walk in place. | `FALSE`
`whichModel``.bonesPlayer.currentLoopState` | Get and set | A value of `TRUE` means the top motion in the play list loops. A value of `FALSE` turns off looping for the motion at the top of the play list. | `FALSE`
`whichModel``.bonesPlayer.` `blendTime` | Get and set | Length in milliseconds of the period when blending takes place between motions. The `blendTime` property is linked to motion duration. Motion blending is disabled if `blendTime = 0` and `autoBlend = TRUE`. | `500`
`whichModel``.bonesPlayer.autoBlend` | Get and set | If `TRUE`, automatic linear blending (from 0.0 to 100.0) is applied over the blend time. Otherwise, `blendTime` is ignored, and the amount of blending is user-determined by the `blendFactor` property. | `TRUE (1)`
`whichModel``.bonesPlayer.blendFactor` | Get and set | The degree of blending between motions, expressed as a floating-point value between 0.0 and 100.0. A value of 0.0 uses all the previous motion. A value of 100.0 uses all of the next motion in the play list. The blend factor can be changed frame by frame to create custom blending effects. | `0`
`whichModel``.bonesPlayer.bone[``boneID``]transform` | Get and set | A transform relative to the parent bone. You can get and set the entire transform, but you can't call any methods of this property. | Depends on the bone
`whichModel``.bonesPlayer.bone[``boneID``]worldTransform` | Get and set | A transform relative to the world coordinates. You can get and set the entire transform to move a bone. | Depends on the bone
`whichModel``.bonesPlayer.positionReset` | Get and set | `TRUE (1)` = object returns to starting position at end of animation. `FALSE (0)` = object remains at final animation position after motion completes. | `TRUE (1)`
`whichModel``.bonesPlayer.rotationReset` | Get and set | Normally a model snaps back to its original rotation after a motion finishes playing. This property maintains any or all of the rotational changes after playing is complete. The values are as follows: `#none` `#x` `#y`

`#z`

`#xy`

`#xz`

`#all`

`#all`

`whichModel``.bonesPlayer.lockTranslation` | Get and set | Defines the axis of translation to ignore when playing back a motion. The values are as follows: `#none` `#x` `#y`

`#z`

`#xy`

`#xz`

`#all`

To keep a model locked to a ground plane with the top pointing along the Z axis, set `lockTranslation` to `#z`.

`lockTranslation` = `#all` is equivalent to `rootLock` = `TRUE (1)`.

`#none`