# ANIMSCENE::GET_ANIM_SCENE_ORIGIN

- **Hash:** `0xADF1D53F3B1FE0A7`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `GetAnimSceneOrigin`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/GET_ANIM_SCENE_ORIGIN

## Signature

```c
void GET_ANIM_SCENE_ORIGIN(AnimScene animScene, Vector3* position, Vector3* rotation, int order);
```

## Parameters

- `animScene` (`AnimScene`)
- `position` (`Vector3*`)
- `rotation` (`Vector3*`)
- `order` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
local position, rotation = GetAnimSceneOrigin(animScene, order)

-- always available, by hash
local position, rotation = Citizen.InvokeNative(0xADF1D53F3B1FE0A7, animScene, Citizen.PointerValueVector(), Citizen.PointerValueVector(), order)
```

### JavaScript

```js
const [position, rotation] = GetAnimSceneOrigin(animScene, order);

// by hash
const [position, rotation] = Citizen.invokeNative('0xADF1D53F3B1FE0A7', animScene, Citizen.pointerValueVector(), Citizen.pointerValueVector(), order);
```

### C#

```csharp
var position = new OutputArgument();
var rotation = new OutputArgument();
Function.Call((Hash)0xADF1D53F3B1FE0A7, animScene, position, rotation, order);
// position.GetResult<Vector3>()
// rotation.GetResult<Vector3>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

## See also

- [ANIMSCENE::SET_ANIM_SCENE_ORIGIN](https://natives.borderlinerp.com/natives/ANIMSCENE/SET_ANIM_SCENE_ORIGIN.md)

*Sources: alloc8or RDR3 NativeDB.*
