[page:Object3D] → [page:Mesh] →

[name]

A mesh that has a [page:Skeleton] with [page:Bone bones] that can then be used to animate the vertices of the geometry. The material must support skinning and have skinning enabled - see [page:MeshStandardMaterial.skinning].

Example

var geometry = new v3d.CylinderBufferGeometry(5, 5, 5, 5, 15, 5, 30); // create the skin indices and skin weights var position = geometry.attributes.position; var vertex = new v3d.Vector3(); var skinIndices = []; var skinWeights = []; for (var i = 0; i < position.count; i++) { vertex.fromBufferAttribute(position, i); // compute skinIndex and skinWeight based on some configuration data var y = (vertex.y + sizing.halfHeight); var skinIndex = Math.floor(y / sizing.segmentHeight); var skinWeight = (y % sizing.segmentHeight) / sizing.segmentHeight; skinIndices.push(skinIndex, skinIndex + 1, 0, 0); skinWeights.push(1 - skinWeight, skinWeight, 0, 0); } geometry.addAttribute('skinIndex', new v3d.Uint16BufferAttribute(skinIndices, 4)); geometry.addAttribute('skinWeight', new v3d.Float32BufferAttribute(skinWeights, 4)); // create skinned mesh and skeleton var mesh = new v3d.SkinnedMesh(geometry, material); var skeleton = new v3d.Skeleton(bones); // see example from v3d.Skeleton var rootBone = skeleton.bones[0]; mesh.add(rootBone); // bind the skeleton to the mesh mesh.bind(skeleton); // move the bones and manipulate the model skeleton.bones[0].rotation.x = -0.1; skeleton.bones[1].rotation.x = 0.2;

Constructor

[name]([param:BufferGeometry geometry], [param:Material material])

[page:Geometry geometry] - an instance of [page:BufferGeometry].
[page:Material material] - (optional) an instance of [page:Material]. Default is a new [page:MeshBasicMaterial].

Properties

See the base [page:Mesh] class for common properties.

[property:string bindMode]

Either "attached" or "detached". "attached" uses the [page:SkinnedMesh.matrixWorld] property for the base transform matrix of the bones. "detached" uses the [page:SkinnedMesh.bindMatrix]. Default is "attached".

[property:Matrix4 bindMatrix]

The base matrix that is used for the bound bone transforms.

[property:Matrix4 bindMatrixInverse]

The base matrix that is used for resetting the bound bone transforms.

[property:Boolean isSkinnedMesh]

Used to check whether this or derived classes are skinned meshes. Default is *true*.

You should not change this, as it used internally for optimisation.

[property:Skeleton skeleton]

[page:Skeleton] representing the bone hierarchy of the skinned mesh.

Methods

See the base [page:Mesh] class for common methods.

[method:null bind]([param:Skeleton skeleton], [param:Matrix4 bindMatrix])

[page:Skeleton skeleton] - [page:Skeleton] created from a [page:Bone Bones] tree.
[page:Matrix4 bindMatrix] - [page:Matrix4] that represents the base transform of the skeleton.

Bind a skeleton to the skinned mesh. The bindMatrix gets saved to .bindMatrix property and the .bindMatrixInverse gets calculated.

[method:SkinnedMesh clone]()

Returns a clone of this SkinnedMesh object and any descendants.

[method:null normalizeSkinWeights]()

Normalizes the skin weights.

[method:null pose]()

This method sets the skinned mesh in the rest pose (resets the pose).

[method:null updateMatrixWorld]([param:Boolean force])

Updates the [page:Matrix4 MatrixWorld].

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