| Package | dragonBones.objects | 
| Class | public class BoneTransform | 
| Inheritance | BoneTransform  Object | 
See also
| Property | Defined By | ||
|---|---|---|---|
| pivotX : Number 
		 pivot point on the x axis (registration)
		  | BoneTransform | ||
| pivotY : Number 
		 pivot point on the y axis (registration)
		  | BoneTransform | ||
| rotation : Number 
		 The rotation of that BoneTransform instance. | BoneTransform | ||
| scaleX : Number 
		 Scale on the x axis. | BoneTransform | ||
| scaleY : Number 
		 Scale on the y axis. | BoneTransform | ||
| skewX : Number 
		 Skew on the x axis. | BoneTransform | ||
| skewY : Number 
		 skew on the y axis. | BoneTransform | ||
| x : Number 
		 Position on the x axis. | BoneTransform | ||
| y : Number 
		 Position on the y axis. | BoneTransform | ||
| z : Number 
		 Z order. | BoneTransform | ||
| Method | Defined By | ||
|---|---|---|---|
| 
		 Creat a new BoneTransform instance. | BoneTransform | ||
| copy(node:BoneTransform):void 
		 Copy all properties from this BoneTransform instance to the passed BoneTransform instance. | BoneTransform | ||
| setValues(x:Number = 0, y:Number = 0, skewX:Number = 0, skewY:Number = 0, scaleX:Number = 0, scaleY:Number = 0, pivotX:Number = 0, pivotY:Number = 0, z:int = 0):void 
		 Sets all properties at once. | BoneTransform | ||
| toString():String 
		 Get a string representing all BoneTransform property values. | BoneTransform | ||
| pivotX | property | 
public var pivotX:Numberpivot point on the x axis (registration)
| pivotY | property | 
public var pivotY:Numberpivot point on the y axis (registration)
| rotation | property | 
rotation:NumberThe rotation of that BoneTransform instance.
    public function get rotation():Number    public function set rotation(value:Number):void| scaleX | property | 
public var scaleX:NumberScale on the x axis.
| scaleY | property | 
public var scaleY:NumberScale on the y axis.
| skewX | property | 
public var skewX:NumberSkew on the x axis.
| skewY | property | 
public var skewY:Numberskew on the y axis.
| x | property | 
public var x:NumberPosition on the x axis.
| y | property | 
public var y:NumberPosition on the y axis.
| z | property | 
public var z:NumberZ order.
| BoneTransform | () | Constructor | 
public function BoneTransform()Creat a new BoneTransform instance.
| copy | () | method | 
 public function copy(node:BoneTransform):voidCopy all properties from this BoneTransform instance to the passed BoneTransform instance.
Parameters
| node:BoneTransform | 
| setValues | () | method | 
 public function setValues(x:Number = 0, y:Number = 0, skewX:Number = 0, skewY:Number = 0, scaleX:Number = 0, scaleY:Number = 0, pivotX:Number = 0, pivotY:Number = 0, z:int = 0):voidSets all properties at once.
Parameters
| x:Number(default =0)— The x position. | |
| y:Number(default =0)— The y position. | |
| skewX:Number(default =0)— The skew value on x axis. | |
| skewY:Number(default =0)— The skew value on y axis. | |
| scaleX:Number(default =0)— The scale on x axis. | |
| scaleY:Number(default =0)— The scale on y axis. | |
| pivotX:Number(default =0)— The pivot value on x axis (registration) | |
| pivotY:Number(default =0)— The pivot valule on y axis (registration) | |
| z:int(default =0)— The z order. | 
| toString | () | method | 
 public function toString():StringGet a string representing all BoneTransform property values.
Returns| String— String All property values in a formatted string. | 
Download the example files here:
This example gets the BoneTransform of the head bone and adjust the x and y registration by 60 pixels.
    
     package  
     {
         import dragonBones.Armature;
         import dragonBones.factorys.BaseFactory;
          import flash.display.Sprite;
         import flash.events.Event;    
     
         public class DragonAnimation extends Sprite 
         {        
             [Embed(source = "Dragon1.swf", mimeType = "application/octet-stream")]  
             private static const ResourcesData:Class;
             
             private var factory:BaseFactory;
             private var armature:Armature;        
             
             public function DragonAnimation() 
             {                
                 factory = new BaseFactory();
                 factory.addEventListener(Event.COMPLETE, handleParseData);
                 factory.parseData(new ResourcesData(), 'Dragon');
             }
             
             private function handleParseData(e:Event):void 
             {            
                 armature = factory.buildArmature('Dragon');
                 addChild(armature.display as Sprite);             
                 armature.animation.play();
                     var bone:Bone = armature.getBone("head");
                     bone.origin.pivotX = 60;//origin BoneTransform
                 bone.origin.pivotY = 60;//origin BoneTransform
                 addEventListener(Event.ENTER_FRAME, updateAnimation);            
             }
             
             private function updateAnimation(e:Event):void 
             {
                 armature.advanceTime(1 / stage.frameRate);
             }        
         }
     }