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