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>
An event triggered before computing the skeleton's matrices
@type {BABYLON.Observable}
Methods
Parameters
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 |
|
Parameters
|
Name |
Type |
Description |
optional |
forceUpdate |
boolean |
|
getPoseMatrix() → Nullable<Matrix>
sortBones() → void