# GetSkeleton2DBoneAngle

## Description

Returns the original angle of the specified bone also known as the setup pose. This value will not change whilst the bone is animating, instead the animation builds on top of the setup pose to create the bone rotation seen on screen. If the bone does not exist it will return 0. Bone IDs start at 0.

## Definition

float GetSkeleton2DBoneAngle( iSkeleton, bone )

float agk::GetSkeleton2DBoneAngle( UINT iSkeleton, int bone )

## Parameters

- iSkeleton - ID of the skeleton to check
- bone - ID of the bone to check