Optional AdvancedbindThe transform the skinned mesh was bound at, as a column-major 4x4 matrix; the identity when left out
Give the mesh the same transform: its bounds then measure the bind pose, and the bone matrices cancel it, so the skin still draws where the joints put it. It must be a position, rotation and scale with no shear. A Model3D works it out from the file.
One column-major 4x4 matrix per joint, in joints order, taking a vertex from the bind pose
into the joint's space
The nodes that are joints, as node indices; its length is the joint count
A skinned geometry's joints attribute indexes this list, not the nodes, as glTF's JOINTS_0
does. Nodes left out only carry the joints below them.
OptionallabelsA label for each node, in node order, so indexOf can find it
Parent of each node, as a node index, or -1 for a root; its length is the node count
A parent must come before its children.
Constructor options for Skeleton
A Model3D builds its skeletons from the file's skins, so you only need these to rig a mesh in code. Nodes are numbered from 0.
Example