[name]
Use an array of [page:Bone bones] to create a skeleton that can be used by a
[page:SkinnedMesh].
Example
// Create a simple "arm"
var bones = [];
var shoulder = new THREE.Bone();
var elbow = new THREE.Bone();
var 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;
var armSkeleton = new THREE.Skeleton( bones );
See the [page:SkinnedMesh] page for an example of usage with standard [page:BufferGeometry].
Constructor
[name]( [param:Array bones], [param:Array boneInverses] )
[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].
Properties
[property:Array bones]
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.
[property:Array boneInverses]
An array of [page:Matrix4 Matrix4s] that represent the inverse of the [page:Matrix4 matrixWorld]
of the individual bones.
[property:Float32Array boneMatrices]
The array buffer holding the bone data when using a vertex texture.
[property:DataTexture boneTexture]
The [page:DataTexture] holding the bone data when using a vertex texture.
Methods
[method:Skeleton clone]()
Returns a clone of this Skeleton object.
[method:null calculateInverses]()
Generates the [page:.boneInverses boneInverses] array if not provided in the constructor.
[method:null pose]()
Returns the skeleton to the base pose.
[method:null update]()
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].
Source
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]