[page:Object3D] → [page:Mesh] →


A mesh that has a [page:Skeleton] with [page:Bone bones] that can then be used to animate the vertices of the geometry.

Code Example

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


[name]( [param:BufferGeometry geometry], [param:Material material] )

[page:BufferGeometry 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.

[property:String bindMode]

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".

[property:Matrix4 bindMatrix]

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

[property:Matrix4 bindMatrixInverse]

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

[property:Skeleton skeleton]

[page:Skeleton] representing the bone hierarchy of the skinned mesh.


See the base [page:Mesh] class for common methods.

[method:undefined bind]( [param:Skeleton skeleton], [param:Matrix4 bindMatrix] )

[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.

[method:SkinnedMesh clone]()

Returns a clone of this SkinnedMesh object and any descendants.

[method:undefined normalizeSkinWeights]()

Normalizes the skin weights.

[method:undefined pose]()

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

[method:undefined updateMatrixWorld]( [param:Boolean force] )

Updates the [page:Matrix4 MatrixWorld].

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

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


[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]