An array of Matrix4s that represent the inverse of the matrixWorld of the individual bones.
The array buffer holding the bone data when using a vertex texture.
The array of Bones.
The DataTexture holding the bone data when using a vertex texture.
UUID of this object instance.
Generates the boneInverses array if not provided in the constructor.
Computes an instance of DataTexture in order to pass the bone data more efficiently to the shader
The texture is assigned to boneTexture.
Searches through the skeleton's bone array and returns the first with a matching name.
String to match to the Bone's THREE.Bone.name | .name property.
Updates the boneMatrices and boneTexture after changing the bones
This is called automatically by the WebGLRenderer if the Skeleton is used with a SkinnedMesh.
Use an array of bones to create a Skeleton that can be used by a SkinnedMesh.
Example
See