return { summary = 'Set the pose of a single node, or clear the pose.', description = [[ Applies a pose to a single node of the Model. The input pose is assumed to be relative to the pose of the node's parent. This is useful for applying inverse kinematics (IK) to a chain of bones in a skeleton. The alpha parameter can be used to mix between the node's current pose and the input pose. ]], arguments = { name = { type = 'string', description = 'The name of the node.' }, index = { type = 'number', description = 'The node index.' }, x = { type = 'number', description = 'The x position.' }, y = { type = 'number', description = 'The y position.' }, z = { type = 'number', description = 'The z position.' }, angle = { type = 'number', description = 'The angle of rotation around the axis, in radians.' }, ax = { type = 'number', description = 'The x component of the rotation axis.' }, ay = { type = 'number', description = 'The y component of the rotation axis.' }, az = { type = 'number', description = 'The z component of the rotation axis.' }, alpha = { type = 'number', default = '1', description = 'How much of the pose to mix in, from 0 to 1.' } }, returns = {}, variants = { { arguments = { 'name', 'x', 'y', 'z', 'angle', 'ax', 'ay', 'az', 'alpha' }, returns = {} }, { arguments = { 'index', 'x', 'y', 'z', 'angle', 'ax', 'ay', 'az', 'alpha' }, returns = {} }, { description = 'Clear the pose of the Model.', arguments = {}, returns = {} } }, notes = [[ For skinned nodes to render correctly, use a Shader created with the `animated` flag set to `true`. See `lovr.graphics.newShader` for more. ]], related = { 'Model:getNodePose', 'Model:animate', 'Model:getNodeName', 'Model:getNodeCount' } }