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].
var geometry = new THREE.CylinderBufferGeometry( 5, 5, 5, 5, 15, 5, 30 );
// create the skin indices and skin weights
var position = geometry.attributes.position;
var vertex = new THREE.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 THREE.Uint16BufferAttribute( skinIndices, 4 ) );
geometry.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( skinWeights, 4 ) );
// create skinned mesh and skeleton
var mesh = new THREE.SkinnedMesh( geometry, material );
var skeleton = new THREE.Skeleton( bones );
// see example from THREE.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;
[page:Geometry geometry] - an instance of [page:BufferGeometry].
[page:Material material] - (optional) an instance of [page:Material]. Default is a new [page:MeshBasicMaterial].
See the base [page:Mesh] class for common properties.
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".
The base matrix that is used for the bound bone transforms.
The base matrix that is used for resetting the bound bone transforms.
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.
[page:Skeleton] representing the bone hierarchy of the skinned mesh.
See the base [page:Mesh] class for common methods.
[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.
Returns a clone of this SkinnedMesh object and any descendants.
Normalizes the skin weights.
This method sets the skinned mesh in the rest pose (resets the pose).
Updates the [page:Matrix4 MatrixWorld].
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]