Gets the number of bones that were loaded as a result of loading this object. This only happens if the object was loaded with LoadObjectWithChildren. If the object has limb animation like in DarkBasic Classic, then the bones represent the limb hierarchy and each limb is loaded as a child object attached to a bone. If the object has weighted vertex animation then the bones represent the skeleton and the skin is loaded as a single mesh stored in the root object. The two forms of animation can be combined, so a weighted vertex bone structure can have objects attached to its bones at the same time as deforming the skin mesh.
integer GetObjectNumBones( objID )