SkinnedMesh
new SkinnedMesh(geometry?, material?)
THREE: THREE.SkinnedMesh
Mesh with skeletal animation support. Vertices are transformed by weighted bone influences before rasterization.
Properties
| Name | Type | Description |
|---|---|---|
bindMode | string | 'attached' or 'detached'. Controls how the bind matrix is applied. Default 'attached'. |
bindMatrix | Matrix4 | Matrix mapping mesh space to bone space (read-only). |
bindMatrixInverse | Matrix4 | Inverse of bindMatrix (read-only). |
skeleton | Skeleton|undefined | Bound skeleton (read-only). Set via bind(). |
Methods
| Method | Description |
|---|---|
bind(skeleton: Skeleton, bindMatrix?: Matrix4): void | Binds a skeleton to this mesh with an optional custom bind matrix. |
pose(): void | Restores the skeleton to its bind pose. |
normalizeSkinWeights(): void | Ensures skin weights for each vertex sum to 1. |
boneTransform(index: number, target: Vector3): void | Computes the skinned position for vertex at the given index and writes it to target. |