A mesh that has a [page:Skeleton] with [page:Bone bones] that can then be used to animate the vertices of the geometry.
[name] can only be used with WebGL 2. With WebGL 1 `OES_texture_float` and vertex textures support is required.
const geometry = new THREE.CylinderGeometry( 5, 5, 5, 5, 15, 5, 30 );
// create the skin indices and skin weights manually
// (typically a loader would read this data from a 3D model for you)
const position = geometry.attributes.position;
const vertex = new THREE.Vector3();
const skinIndices = [];
const skinWeights = [];
for ( let i = 0; i < position.count; i ++ ) {
vertex.fromBufferAttribute( position, i );
// compute skinIndex and skinWeight based on some configuration data
const y = ( vertex.y + sizing.halfHeight );
const skinIndex = Math.floor( y / sizing.segmentHeight );
const skinWeight = ( y % sizing.segmentHeight ) / sizing.segmentHeight;
skinIndices.push( skinIndex, skinIndex + 1, 0, 0 );
skinWeights.push( 1 - skinWeight, skinWeight, 0, 0 );
}
geometry.setAttribute( 'skinIndex', new THREE.Uint16BufferAttribute( skinIndices, 4 ) );
geometry.setAttribute( 'skinWeight', new THREE.Float32BufferAttribute( skinWeights, 4 ) );
// create skinned mesh and skeleton
const mesh = new THREE.SkinnedMesh( geometry, material );
const skeleton = new THREE.Skeleton( bones );
// see example from THREE.Skeleton
const 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:BufferGeometry 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.
Read-only flag to check if a given object is of type [name].
[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.
This method does currently not clone an instance of [name] correctly. Please use [page:SkeletonUtils.clone]() in the meanwhile.
Normalizes the skin weights.
This method sets the skinned mesh in the rest pose (resets the pose).
Calculates the position of the vertex at the given index relative to the current bone transformations.
Target vector must be initialized with the vetrex coordinates prior to the transformation:
const target = new THREE.Vector3();
target.fromBufferAttribute( mesh.geometry.attributes.position, index );
mesh.boneTransform( index, target );
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]