SkinnedMesh
A mesh with skeletal animation support. Requires a Skeleton and skinIndex/skinWeight buffer attributes in the geometry.
Extends Mesh.
Typically created by loaders (e.g. GLTFLoader) rather than manually.
Constructor
const mesh = new SkinnedMesh(geometry?, material?)
Properties
isSkinnedMesh— Type flag (true)bindMatrix— Matrix4, base transform for bone bindingbindMatrixInverse— Matrix4, inverse of bind matrixboundingBox— Box3 ornull(compute manually viacomputeBoundingBox())skeleton— The bound Skeleton (set viabind())morphTargetDictionary—{name: index}map (set automatically if geometry has morph targets)morphTargetInfluences— Array of weights [0-1] for morph targets
Methods
bind(skeleton, bindMatrix?)— Bind a skeleton. If no bindMatrix, uses current world matrix.pose()— Reset to rest posenormalizeSkinWeights()— Normalize skin weights so they sum to 1applyBoneTransform(index, target)— Apply bone transform to a vertex positioncopy(source, recursive?)— Copy skinned mesh data