# SceneScript Class IImageLayer
This class provides access to functions specific to image layers.
# Properties
# size: Vec2
Resolution of the base image.
# perspective: Boolean
Controls the perspective rendering option.
# solid: Boolean
Controls whether the layer is solid. If set to true, the layer will react to click events.
# Functions
# getEffect(name: String|Number): IEffect
Retrieves an effect by index or custom name, if set.
# getEffectCount(): Number
Total number of effects used by this image layer.
# getTextureAnimation(): ITextureAnimation
Gets the texture animation if the albedo texture of this image layer is a sprite sheet/GIF.
# getVideoTexture(): IVideoTexture
Gets the video texture if the albedo texture of this image layer is a video file.
# playSingleAnimation(animation: String|Object, config?: Object): IAnimationLayer
Create a new animation layer by animation name or JSON config. Only play the animation once, then remove it automatically. See IAnimationLayer for config options.
# getAnimationLayerCount(): Number
Get the number of animation layers currently used on this layer.
# getAnimationLayer(name: String|Number): IAnimationLayer
Get an existing animation layer object by name or index.
# createAnimationLayer(animation: String|Object): IAnimationLayer
Create a new animation layer by animation name or JSON config.
# destroyAnimationLayer(animationLayer: String|Object|IAnimationLayer): Boolean
Remove an existing animation layer by name, index or IAnimationLayer object reference.
# getBoneCount(): Number
Get the number of skeletal bones.
# getBoneTransform(bone: String|Number): Mat4
Get world bone transform by name or index.
# setBoneTransform(bone: String|Number, transform: Mat4): void
Set world bone transform by name or index.
# getLocalBoneTransform(bone: String|Number): Mat4
Get local bone transform by name or index.
# setLocalBoneTransform(bone: String|Number, transform: Mat4): void
Set local bone transform by name or index.
# getLocalBoneAngles(bone: String|Number): Vec3
Get local bone angles by name or index.
# setLocalBoneAngles(bone: String|Number, angles: Vec3): void
Set local bone angles by name or index.
# getLocalBoneOrigin(bone: String|Number): Vec3
Get local bone origin by name or index.
# setLocalBoneOrigin(bone: String|Number, origin: Vec3): void
Set local bone origin by name or index.
# getBoneIndex(name: String): Number
Get the index of a bone by name.
# getBoneParentIndex(child: Number|String): Number
Get the index of a bone by name.
# applyBonePhysicsImpulse(bone?: String|Number, directionalImpulse: Vec3, angularImpulse: Vec3): void
Apply directional or angular impulse to a physics bone.
# resetBonePhysicsSimulation(bone?: String|Number): void
Resets physics forces and position.
# getBlendShapeIndex(name: String): Number
Get the index of a blend shape by name.
# getBlendShapeWeight(blendShape: String|Number): Number
Get blend shape weight by name or index.
# setBlendShapeWeight(blendShape: String|Number, weight: Number): void
Set blend shape weight by name or index.