A mesh that has a Skeleton that can then be used to animate the vertices of the geometry with skinning/skeleton animation.
Next to a valid skeleton, the skinned mesh requires skin indices and weights as buffer attributes in its geometry. These attribute define which bones affect a single vertex to a certain extend.
Typically skinned meshes are not created manually but loaders like GLTFLoader or FBXLoader import respective models.
Attributes
- Companion
- object
- Graph
-
- Supertypes
Members list
Value members
Concrete methods
Applies the bone transform associated with the given index to the given vertex position. Returns the updated vector.
Applies the bone transform associated with the given index to the given vertex position. Returns the updated vector.
Value parameters
- index
-
The vertex index
- target
-
The target object that is used to store the method's result
Attributes
- Returns
-
The updated vertex position
Binds the given skeleton to the skinned mesh.
Binds the given skeleton to the skinned mesh.
Value parameters
- bindMatrix
-
The bind matrix. If no bind matrix is provided, the skinned mesh's world matrix will be used instead
- skeleton
-
The skeleton to bind
Attributes
Computes the bounding box of the skinned mesh, and updates boundingBox. The bounding box is not automatically computed by the engine; this method must be called by your app. If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect the current animation state.
Computes the bounding box of the skinned mesh, and updates boundingBox. The bounding box is not automatically computed by the engine; this method must be called by your app. If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect the current animation state.
Attributes
Computes the bounding sphere of the skinned mesh, and updates boundingSphere. The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed per frame in order to reflect the current animation state.
Computes the bounding sphere of the skinned mesh, and updates boundingSphere. The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed per frame in order to reflect the current animation state.
Attributes
Normalizes the skin weights which are defined as a buffer attribute in the skinned mesh's geometry.
Normalizes the skin weights which are defined as a buffer attribute in the skinned mesh's geometry.
Attributes
This method sets the skinned mesh in the rest pose.
This method sets the skinned mesh in the rest pose.
Attributes
Inherited methods
Attributes
- Inherited from:
- Object3D
Attributes
- Inherited from:
- Object3D
Attributes
- Inherited from:
- Object3D
Attributes
- Inherited from:
- Object3D
Attributes
- Inherited from:
- Object3D
Returns the local-space position of the vertex at the given index, taking into account the current animation state of both morph targets and skinning.
Returns the local-space position of the vertex at the given index, taking into account the current animation state of both morph targets and skinning.
Value parameters
- index
-
The vertex index
- target
-
The target object that is used to store the method's result
Attributes
- Returns
-
The vertex position in local space
- Inherited from:
- Mesh
Attributes
- Inherited from:
- Object3D
Attributes
- Inherited from:
- Object3D
Attributes
- Inherited from:
- Object3D
Attributes
- Inherited from:
- Object3D
Attributes
- Inherited from:
- Object
Attributes
- Inherited from:
- Object
Attributes
- Inherited from:
- Object3D
Attributes
- Inherited from:
- Object3D
Attributes
- Inherited from:
- Object
Attributes
- Inherited from:
- Object3D
Attributes
- Inherited from:
- Object3D
Attributes
- Inherited from:
- Object3D
Attributes
- Inherited from:
- Object3D
Attributes
- Inherited from:
- Object3D
Attributes
- Inherited from:
- Object3D
Attributes
- Inherited from:
- Object
Attributes
- Inherited from:
- Object3D
Attributes
- Inherited from:
- Object3D
Attributes
- Inherited from:
- Object3D
Attributes
- Inherited from:
- Object3D
Attributes
- Inherited from:
- Object3D
Attributes
- Inherited from:
- Object3D
Attributes
- Inherited from:
- Object3D
Attributes
- Inherited from:
- Object3D
Sets the values of morphTargetDictionary and morphTargetInfluences to make sure existing morph targets can influence this 3D object.
Sets the values of morphTargetDictionary and morphTargetInfluences to make sure existing morph targets can influence this 3D object.
Attributes
- Inherited from:
- Mesh
Attributes
- Inherited from:
- Object3D
Attributes
- Inherited from:
- Object
Attributes
- Inherited from:
- Object3D
Concrete fields
The type of this object.
The type of this object.
Attributes
The base matrix that is used for the bound bone transforms.
The base matrix that is used for the bound bone transforms.
Attributes
The base matrix that is used for resetting the bound bone transforms.
The base matrix that is used for resetting the bound bone transforms.
Attributes
AttachedBindMode means the skinned mesh shares the same world space as the skeleton. This is not true when using DetachedBindMode which is useful when sharing a skeleton across multiple skinned meshes.
AttachedBindMode means the skinned mesh shares the same world space as the skeleton. This is not true when using DetachedBindMode which is useful when sharing a skeleton across multiple skinned meshes.
Attributes
The bounding box of the skinned mesh. Can be computed via computeBoundingBox.
The bounding box of the skinned mesh. Can be computed via computeBoundingBox.
Attributes
The bounding sphere of the skinned mesh. Can be computed via computeBoundingSphere.
The bounding sphere of the skinned mesh. Can be computed via computeBoundingSphere.
Attributes
This flag can be used for type testing.
This flag can be used for type testing.
Attributes
Inherited fields
Attributes
- Inherited from:
- Object3D
Attributes
- Inherited from:
- Object3D
Attributes
- Inherited from:
- Mesh
This flag can be used for type testing.
Attributes
- Inherited from:
- Object3D
Attributes
- Inherited from:
- Object3D
Attributes
- Inherited from:
- Object3D
A dictionary representing the morph targets in the geometry. The key is the morph targets name, the value its attribute index. This member is undefined by default and only set when morph targets are detected in the geometry.
A dictionary representing the morph targets in the geometry. The key is the morph targets name, the value its attribute index. This member is undefined by default and only set when morph targets are detected in the geometry.
Attributes
- Inherited from:
- Mesh
An array of weights typically in the range [0,1] that specify how much of the morph is applied. This member is undefined by default and only set when morph targets are detected in the geometry.
An array of weights typically in the range [0,1] that specify how much of the morph is applied. This member is undefined by default and only set when morph targets are detected in the geometry.
Attributes
- Inherited from:
- Mesh
Attributes
- Inherited from:
- Object3D
Attributes
- Inherited from:
- Object3D
Attributes
- Inherited from:
- Object3D