SkinnedMesh
new SkinnedMesh(geometry?, material?)THREE equivalent: THREE.SkinnedMesh
Mesh with skeletal animation support. Vertices are transformed by weighted bone influences before rasterization.
Properties
Section titled “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
Section titled “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. |