A mesh that has a Skeleton with bones that can then be used to animate the vertices of the geometry.

Code Example

const geometry = new v3d.CylinderGeometry(5, 5, 5, 5, 15, 5, 30); // create the skin indices and skin weights const position = geometry.attributes.position; const vertex = new v3d.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 v3d.Uint16BufferAttribute(skinIndices, 4)); geometry.setAttribute('skinWeight', new v3d.Float32BufferAttribute(skinWeights, 4)); // create skinned mesh and skeleton const mesh = new v3d.SkinnedMesh(geometry, material); const skeleton = new v3d.Skeleton(bones); // see example from v3d.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;


SkinnedMesh(geometry : BufferGeometry, material : Material)

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


See the base Mesh class for common properties.

.bindMode : String

Either "attached" or "detached". "attached" uses the SkinnedMesh.matrixWorld property for the base transform matrix of the bones. "detached" uses the SkinnedMesh.bindMatrix. Default is "attached".

.bindMatrix : Matrix4

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

.bindMatrixInverse : Matrix4

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

.skeleton : Skeleton

Skeleton representing the bone hierarchy of the skinned mesh.


See the base Mesh class for common methods.

.bind (skeleton : Skeleton, bindMatrix : Matrix4) : undefined

skeleton - Skeleton created from a Bones tree.
bindMatrix - 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.

.clone () : SkinnedMesh

This method does currently not clone an instance of SkinnedMesh correctly. Please use SkeletonUtils.clone() in the meanwhile.

.normalizeSkinWeights () : undefined

Normalizes the skin weights.

.pose () : undefined

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

.boneTransform ([index:Integer], [target:Vector3]) : Vector3

Calculates the position of the vertex at the given index relative to the current bone transformations.


For more info on how to obtain the source code of this module see this page.