# SetObjectBoneCanAnimate

## Description

Sets whether the specified bone is controlled by animation or controlled manually. When controlled by animation then none of the SetObjectBonePosition or similar commands will have any effect. When controlled manually the bone will maintain its current position unless modified by you.

## Definition

SetObjectBoneCanAnimate( objID, boneIndex, animate )

void agk::SetObjectBoneCanAnimate( UINT objID, UINT boneIndex, int animate )

## Parameters

- objID - The ID of the object that contains the bone.
- boneIndex - The index of the bone to modify.
- animate - 1 to allow animation to affect this bone, 0 to allow manual control.