An array of Matrix4s that represent the inverse of the matrixWorld of the individual bones.
The array buffer holding the bone data when using a vertex texture.
The DataTexture holding the bone data when using a vertex texture.
The size of the .boneTexture.
The array of bones. Note this is a copy of the original array, not a reference, so you can modify the original array without effecting this one.
Generates the .boneInverses array if not provided in the constructor.
Computes an instance of DataTexture in order to pass the bone data more efficiently to the shader. The texture is assigned to .boneTexture.
Can be used if an instance of Skeleton becomes obsolete in an application. The method will free internal resources.
Returns the skeleton to the base pose.
Updates the boneMatrices and boneTexture after changing the bones. This is called automatically by the WebGLRenderer if the skeleton is used with a SkinnedMesh.
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Use an array of bones to create a skeleton that can be used by a SkinnedMesh. See the SkinnedMesh page for an example of usage with standard BufferGeometry.
See the ngx3js docs page for details. See the ngx mesh page for a live demo.
Code Example