A mesh that has a [page:Skeleton] with [page:Bone bones] that can then be used to animate the vertices of the geometry. The material must support skinning and have skinning enabled - see [page:MeshStandardMaterial.skinning].
var geometry = new THREE.CylinderBufferGeometry( 5, 5, 5, 5, 15, 5, 30 );
// create the skin indices and skin weights
var position = geometry.attributes.position;
var vertex = new THREE.Vector3();
var skinIndices = [];
var skinWeights = [];
for ( var i = 0; i < position.count; i ++ ) {
vertex.fromBufferAttribute( position, i );
// compute skinIndex and skinWeight based on some configuration data
var y = ( vertex.y + sizing.halfHeight );
var skinIndex = Math.floor( y / sizing.segmentHeight );
var 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
var mesh = new THREE.SkinnedMesh( geometry, material );
var skeleton = new THREE.Skeleton( bones );
// see example from THREE.Skeleton
var 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:Geometry 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.
[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.
Returns a clone of this SkinnedMesh object and any descendants.
Normalizes the skin weights.
This method sets the skinned mesh in the rest pose (resets the pose).
Updates the [page:Matrix4 MatrixWorld].
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]