Skeleton

Description

class Skeleton

Constructor

new Skeleton(name, id, scene)

Parameters

Name Type Description
name string
id string
scene Scene

Members

name : string

id : string

bones : Bone[]

dimensionsAtRest : Vector3

needInitialSkinMatrix : boolean

animations : Array<Animation>

onBeforeComputeObservable : Observable<Skeleton>

An event triggered before computing the skeleton's matrices

@type {BABYLON.Observable}

Methods

getTransformMatrices(mesh) Float32Array

Parameters

Name Type Description
mesh AbstractMesh

getScene() Scene

toString(fullDetails) string

Parameters

Name Type Description
optional fullDetails boolean

getBoneIndexByName(name) number

Get bone's index searching by name

@return {number} Indice of the bone. Returns -1 if not found

Parameters

Name Type Description
name string

createAnimationRange(name, from, to) void

Parameters

Name Type Description
name string
from number
to number

deleteAnimationRange(name, deleteFrames) void

Parameters

Name Type Description
name string
optional deleteFrames boolean

getAnimationRange(name) Nullable<AnimationRange>

Parameters

Name Type Description
name string

getAnimationRanges() Nullable<AnimationRange>[]

Returns as an Array, all AnimationRanges defined on this skeleton

copyAnimationRange(source, name, rescaleAsRequired) boolean

note: This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences

Parameters

Name Type Description
source Skeleton
name string
optional rescaleAsRequired boolean

returnToRest() void

beginAnimation(name, loop, speedRatio, onAnimationEnd) Nullable<Animatable>

Parameters

Name Type Description
name string
optional loop boolean
optional speedRatio number

prepare() void

getAnimatables() IAnimatable[]

clone(name, id) Skeleton

Parameters

Name Type Description
name string
id string

enableBlending(blendingSpeed) void

Parameters

Name Type Description
optional blendingSpeed number

dispose() void

serialize() any

static Parse(parsedSkeleton, scene) Skeleton

Parameters

Name Type Description
parsedSkeleton any
scene Scene

computeAbsoluteTransforms(forceUpdate) void

Parameters

Name Type Description
optional forceUpdate boolean

getPoseMatrix() Nullable<Matrix>

sortBones() void