CLASSES
TagsA - Z

Skeleton

Description

class Skeleton

Constructor

new Skeleton(name, id, scene)

A skeleton (BABYLON.Skeleton) contains a hierarchy of bones (BABYLON.Bone). All bones can be found into the skeleton.bones array. A tutorial about Bones and Skeletons ban be found here : https://doc.babylonjs.com/tutorials/how_to_use_bones_and_skeletons

Parameters

Name Type Description
name string
id string
scene Scene The scene where the skeleton is

Members

name : string

Name of the skeleton

id : string

Name of the skeleton

bones : Bone[]

Array of bones composing the skeleton

dimensionsAtRest : Vector3

needInitialSkinMatrix : boolean

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) → AnimationRange

Parameters

Name Type Description
name string

getAnimationRanges() → 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) → Animatable

Parameters

Name Type Description
name string
optional loop boolean
optional speedRatio number

prepare() → void

Prepare bones' skeleton

getAnimatables() → IAnimatable[]

Get the animatables of the skeleton

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 The scene where the skeleton is

computeAbsoluteTransforms(forceUpdate) → void

Parameters

Name Type Description
optional forceUpdate boolean

getPoseMatrix() → Matrix