[page:Object3D] → [page:Mesh] →

[name]

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.

Code Example

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;

Constructor

[name]( [param:BufferGeometry geometry], [param:Material material] )

[page:BufferGeometry geometry] - an instance of [page:BufferGeometry].
[page:Material material] - (optional) an instance of [page:Material]. Default is a new [page:MeshBasicMaterial].

Properties

See the base [page:Mesh] class for common properties.

[property:String bindMode]

Either `AttachedBindMode` or `DetachedBindMode`. `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton. This is not true when using `DetachedBindMode` which is useful when sharing a skeleton across multiple skinned meshes. Default is `AttachedBindMode`.

[property:Matrix4 bindMatrix]

The base matrix that is used for the bound bone transforms.

[property:Matrix4 bindMatrixInverse]

The base matrix that is used for resetting the bound bone transforms.

[property:Box3 boundingBox]

The bounding box of the [name]. Can be calculated with [page:.computeBoundingBox](). Default is `null`.

[property:Sphere boundingSphere]

The bounding sphere of the [name]. Can be calculated with [page:.computeBoundingSphere](). Default is `null`.

[property:Boolean isSkinnedMesh]

Read-only flag to check if a given object is of type [name].

[property:Skeleton skeleton]

[page:Skeleton] representing the bone hierarchy of the skinned mesh.

Methods

See the base [page:Mesh] class for common methods.

[method:undefined bind]( [param:Skeleton skeleton], [param:Matrix4 bindMatrix] )

[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.

[method:SkinnedMesh clone]()

This method does currently not clone an instance of [name] correctly. Please use [page:SkeletonUtils.clone]() in the meanwhile.

[method:undefined computeBoundingBox]()

Computes the bounding box, updating [page:.boundingBox] attribute.
Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are `null`. If an instance of [name] is animated, this method should be called per frame to compute a correct bounding box.

[method:undefined computeBoundingSphere]()

Computes the bounding sphere, updating [page:.boundingSphere] attribute.
Bounding spheres aren't computed by default. They need to be explicitly computed, otherwise they are `null`. If an instance of [name] is animated, this method should be called per frame to compute a correct bounding sphere.

[method:undefined normalizeSkinWeights]()

Normalizes the skin weights.

[method:undefined pose]()

This method sets the skinned mesh in the rest pose (resets the pose).

[method:Vector3 applyBoneTransform]( [param:Integer index], [param:Vector3 vector] )

Applies the bone transform associated with the given index to the given position vector. Returns the updated vector.

Source

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]