# gfx.skeletons library A library for working with named skeletons, such as 'hand', used to control the hand and the carried item displayed in first-person view. The set of functions is similar to the skeleton component of entities. The first argument to the function is the name of the skeleton. ```lua -- Returns an object wrapper over the skeleton local skeleton = gfx.skeletons.get(name: str) -- Returns the index of the bone by name or nil skeleton:index(name: str) -> int -- Returns the name of the model assigned to the bone with the specified index skeleton:get_model(index: int) -> str -- Reassigns the model of the bone with the specified index -- Resets to the original if you do not specify a name skeleton:set_model(index: int, name: str) -- Returns the transformation matrix of the bone with the specified index skeleton:get_matrix(index: int) -> mat4 -- Sets the transformation matrix of the bone with the specified index skeleton:set_matrix(index: int, matrix: mat4) -- Returns the texture by key (dynamically assigned textures - '$name') skeleton:get_texture(key: str) -> str -- Assigns a texture by key skeleton:set_texture(key: str, value: str) -- Checks the visibility status of a bone by index -- or the entire skeleton if index is not specified skeleton:is_visible([optional] index: int) -> bool -- Sets the visibility status of a bone by index -- or the entire skeleton if index is not specified skeleton:set_visible([optional] index: int, status: bool) -- Returns the color of the entity skeleton:get_color() -> vec3 -- Sets the color of the entity skeleton:set_color(color: vec3) ```