Stores the current pose for a skeleton. Stores the current pose for a skeleton. See [url]http://esotericsoftware.com/spine-runtime-architecture#Instance-objects[/url] in the Spine Runtimes Guide. Finds a bone by comparing each bone's name. It is more efficient to cache the results of this method than to call it repeatedly. Finds an IK constraint by comparing each IK constraint's name. It is more efficient to cache the results of this method than to call it repeatedly. Finds a path constraint by comparing each path constraint's name. It is more efficient to cache the results of this method than to call it repeatedly. Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it repeatedly. Finds a transform constraint by comparing each transform constraint's name. It is more efficient to cache the results of this method than to call it repeatedly. Finds an attachment by looking in the active skin and default skin using the slot index and attachment name. First the skin is checked and if the attachment was not found, the default skin is checked. See [url]http://esotericsoftware.com/spine-runtime-skins[/url] in the Spine Runtimes Guide. Finds an attachment by looking in the active skin and default skin using the slot index and attachment name. First the skin is checked and if the attachment was not found, the default skin is checked. See [url]http://esotericsoftware.com/spine-runtime-skins[/url] in the Spine Runtimes Guide. The skeleton's bones, sorted parent first. The root bone is always the first bone. Modifying the array has no effect. Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose. The bounds are relative to the [code]SpineSprite[/code] that stores the skeleton. The color to tint all the skeleton's attachments. The skeleton's setup pose data. The skeleton's slots in the order they should be drawn. The returned array may be modified to change the draw order. Modifying the array has no effect. The skeleton's IK constraints. Modifying the array has no effect. The skeleton's path constraints. Modifying the array has no effect. Returns the root bone, or null if the skeleton has no bones. Scales the entire skeleton on the X axis. Bones that do not inherit scale are still affected by this property. Scales the entire skeleton on the Y axis. Bones that do not inherit scale are still affected by this property. The skeleton's current skin. The skeleton's slots. Modifying the array has no effect. The skeleton's transform constraints. Modifying the array has no effect. Sets the skeleton X position, which is added to the root bone worldX position. Relative to the [code]SpineSprite[/code]. Bones that do not inherit translation are still affected by this property. Sets the skeleton Y position, which is added to the root bone worldX position. Relative to the [code]SpineSprite[/code]. Bones that do not inherit translation are still affected by this property. A convenience method to set an attachment by finding the slot with [code]find_slot()[/code], finding the attachment with [code]get_attachment()[/code], then setting the slot's attachment. [code]attachmentName[/code] may be null to clear the slot's attachment. Sets the bones and constraints to their setup pose values. Sets the skeleton color. Sets the skeleton position relative to the [code]SpineSprite[/code]. Scales the skeleton on the X axis. Scales the skeleton on the Y axis. Sets the skin used to look up attachments before looking in the default skin. If the skin is changed, [code]update_cache()[/code] is called. Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was no old skin, each slot's setup mode attachment is attached from the new skin. After changing the skin, the visible attachments can be reset to those attached in the setup pose by calling [code]set_slots_to_setup_pose()[/code]. Also, often [code]AnimationState.apply()[/code] is called before the next time the skeleton is rendered to allow any attachment keys in the current animation(s) to hide or show attachments from the new skin. Sets the skin by name used to look up attachments before looking in the default skin. If the skin is changed, [code]update_cache()[/code] is called. Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was no old skin, each slot's setup mode attachment is attached from the new skin. After changing the skin, the visible attachments can be reset to those attached in the setup pose by calling [code]set_slots_to_setup_pose()[/code]. Also, often [code]AnimationState.apply()[/code] is called before the next time the skeleton is rendered to allow any attachment keys in the current animation(s) to hide or show attachments from the new skin. Sets the slots and draw order to their setup pose values. Sets the bones, constraints, slots, and draw order to their setup pose values. Sets the skeleton X position, which is added to the root bone worldX position. Bones that do not inherit translation are still affected by this property. Sets the skeleton Y position, which is added to the root bone worldX position. Bones that do not inherit translation are still affected by this property. Updates the world transform for each bone and applies all constraints. See [url]http://esotericsoftware.com/spine-runtime-skeletons#World-transforms[/url] in the Spine Runtimes Guide.