Use an array of [page:Bone bones] to create a skeleton that can be used by a [page:SkinnedMesh].
// Create a simple "arm" const bones = ; const shoulder = new THREE.Bone(); const elbow = new THREE.Bone(); const hand = new THREE.Bone(); shoulder.add( elbow ); elbow.add( hand ); bones.push( shoulder ); bones.push( elbow ); bones.push( hand ); shoulder.position.y = -5; elbow.position.y = 0; hand.position.y = 5; const armSkeleton = new THREE.Skeleton( bones );
See the [page:SkinnedMesh] page for an example of usage with standard [page:BufferGeometry].
[page:Array bones] - The array of [page:Bone bones]. Default is an empty array.
[page:Array boneInverses] - (optional) An array of [page:Matrix4 Matrix4s].
Creates a new [name].
The array of [page:bone bones]. Note this is a copy of the original array, not a reference, so you can modify the original array without effecting this one.
An array of [page:Matrix4 Matrix4s] that represent the inverse of the [page:Matrix4 matrixWorld] of the individual bones.
The array buffer holding the bone data when using a vertex texture.
The [page:DataTexture] holding the bone data when using a vertex texture.
The size of the [page:.boneTexture].
Returns a clone of this Skeleton object.
Generates the [page:.boneInverses boneInverses] array if not provided in the constructor.
Computes an instance of [page:DataTexture] in order to pass the bone data more efficiently to the shader. The texture is assigned to [page:.boneTexture boneTexture].
Returns the skeleton to the base pose.
Updates the [page:Float32Array boneMatrices] and [page:DataTexture boneTexture] after changing the bones. This is called automatically by the [page:WebGLRenderer] if the skeleton is used with a [page:SkinnedMesh].
name -- String to match to the Bone's .name property.
Searches through the skeleton's bone array and returns the first with a matching name.
Can be used if an instance of [name] becomes obsolete in an application. The method will free internal resources.